更新最新框架
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@@ -100,7 +100,7 @@ public static class PlayerBasicCacheManageComponentSystem
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var ret = new List<PlayerBasicCache>();
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//TODO:需要考虑如果数量过大是否需要分页
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List<Player> players =
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await manage.Scene.World.DataBase.QueryByPage<Player>(d => ids.Contains(d.Id), 1, ids.Count);
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await manage.Scene.World.Database.QueryByPage<Player>(d => ids.Contains(d.Id), 1, ids.Count);
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foreach (var player in players)
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{
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var cache = manage.UpdateCache(player);
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@@ -27,7 +27,7 @@ public static class PlayerItemContainerComponentSystem
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public static async FTask Save(this PlayerItemContainerComponent self)
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{
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await self.Scene.World.DataBase.Save(self);
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await self.Scene.World.Database.Save(self);
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}
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#endregion
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@@ -218,7 +218,7 @@ public static class PlayerManageComponentSystem
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{
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if (player.GetComponent<T>() == null)
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{
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var component = await player.Scene.World.DataBase.Query<T>(player.Id, true);
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var component = await player.Scene.World.Database.Query<T>(player.Id, true);
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if (component == null)
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{
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//如果没有组件
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@@ -13,7 +13,7 @@ public static class PlayerHelper
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public static async FTask Save(this Player self)
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{
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//先立马保存,后续做缓存
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await self.Scene.World.DataBase.Save(self);
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await self.Scene.World.Database.Save(self);
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}
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/// <summary>
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@@ -24,7 +24,7 @@ public static class PlayerHelper
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/// <returns></returns>
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public static async FTask<Player?> LoadDataBase(Scene scene, long accountId)
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{
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var account = await scene.World.DataBase.First<Player>(d => d.Id == accountId);
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var account = await scene.World.Database.First<Player>(d => d.Id == accountId);
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if (account == null)
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{
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return null;
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@@ -9,7 +9,7 @@ public static class PlayerWalletComponentSystem
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public static async FTask Save(this PlayerWalletComponent self)
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{
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await self.Scene.World.DataBase.Save(self);
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await self.Scene.World.Database.Save(self);
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}
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#endregion
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