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Don't extract game data each time an action is recieved
This makes sending actions waaay more reliable, and shouldn't crash the server as often.
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parent
1ef4078ec1
commit
5a358dd1b6
1 changed files with 10 additions and 14 deletions
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@ -86,6 +86,16 @@ async fn main() {
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let mut lua_player = LuaPlayer::default();
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let mut lua_player = LuaPlayer::default();
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let config = get_config();
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let mut game_data =
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GameData::from_existing(Platform::Win32, &config.game_location).unwrap();
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let exh = game_data.read_excel_sheet_header("Action").unwrap();
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let exd = game_data
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.read_excel_sheet("Action", &exh, Language::English, 0)
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.unwrap();
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tokio::spawn(async move {
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tokio::spawn(async move {
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let mut buf = [0; 2056];
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let mut buf = [0; 2056];
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loop {
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loop {
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@ -764,20 +774,6 @@ async fn main() {
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ClientZoneIpcData::ActionRequest(request) => {
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ClientZoneIpcData::ActionRequest(request) => {
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tracing::info!("Recieved action request: {:#?}!", request);
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tracing::info!("Recieved action request: {:#?}!", request);
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let config = get_config();
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let mut game_data = GameData::from_existing(
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Platform::Win32,
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&config.game_location,
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)
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.unwrap();
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let exh =
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game_data.read_excel_sheet_header("Action").unwrap();
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let exd = game_data
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.read_excel_sheet("Action", &exh, Language::English, 0)
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.unwrap();
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let action_row =
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let action_row =
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&exd.read_row(&exh, request.action_id).unwrap()[0];
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&exd.read_row(&exh, request.action_id).unwrap()[0];
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