Martin Ambrus
609a61fc3e
fix: don't delete if we don't have any IDs
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#313
2017-11-19 19:24:10 +01:00
Martin Ambrus
0df4de9413
fix: transaction did not speed things up + hero fields resetting fixed
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#313
2017-11-19 19:08:47 +01:00
Martin Ambrus
97dba8b0f0
refactor: enclosing many updates into transaction for speed improvement
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#313
2017-11-19 18:58:31 +01:00
Martin Ambrus
5d951f8e9e
refactor: getVSumField() to cache data for multiple user IDs
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#313
2017-11-19 18:55:47 +01:00
Martin Ambrus
24789507a7
refactor: getProfileVillages() takes multiple IDs
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#313
2017-11-19 15:57:52 +01:00
Martin Ambrus
699781d130
refactor: for loops optimized
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#313
2017-11-19 15:17:24 +01:00
Martin Ambrus
67d9a42506
refactor: a lot of Automation foreach loops updated
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#313
2017-11-19 14:01:30 +01:00
Martin Ambrus
778f42b4f1
refactor: cycle optimizations and cache fixes
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This one specifically fixes rescured prisoners not being sent back.
Other than this fix, there are some query optimizations included.
#313
2017-11-19 01:37:31 +01:00
Martin Ambrus
4d41769a76
refactor: final round of sendunitsComplete() optimizations
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#313
2017-11-18 22:11:24 +01:00
Martin Ambrus
4172e30dd2
fix: Gaul traps do not work
2017-11-18 21:58:54 +01:00
Martin Ambrus
d768929d18
fix: catapults do not work correctly or sometimes not at all
2017-11-18 20:42:26 +01:00
Martin Ambrus
fffedc4170
fix: defender troops do not die during attack
2017-11-18 13:11:00 +01:00
Martin Ambrus
dd030859cf
fix: troops did not return to the village when evasion was set
2017-11-18 11:10:58 +01:00
Martin Ambrus
2041ad750e
fix: hero movements got screwed up while doing DB caching stuff...
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#313
2017-11-17 23:46:01 +01:00
Martin Ambrus
db87ce88a7
refactor: getUnit() can take multiple IDs at once
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#313
2017-11-17 20:23:01 +01:00
Martin Ambrus
d0a882f136
fix: maxcrop & maxstore cannot be 0, nor it should be < lowest threshold
2017-11-16 21:49:22 +01:00
Martin Ambrus
6ccc72350d
fix: recountPop() already calls procClimbers() internally
2017-11-15 22:23:57 +01:00
Martin Ambrus
c7acc523ea
fix: prune methods to include storage multiplier
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Also, the updateStore() method does not need to concern itself with
villages without warehouses and granaries, as they have already been
tended by prune methods beforehead.
2017-11-15 22:17:11 +01:00
Martin Ambrus
38c4172a43
fix: class must start with a constructor, we shouldn't be looking for it
2017-11-15 22:05:52 +01:00
Martin Ambrus
a8b8664e07
fix: Automation::updateStore() shouldn't be called twice
2017-11-15 22:00:18 +01:00
Martin Ambrus
dab768f662
refactor: 1st round of database values caching
2017-11-15 16:01:00 +01:00
Martin Ambrus
785a371871
fix: alleviating the bad math, which is impossible to quick-fix for me
2017-11-13 19:04:24 +01:00
Martin Ambrus
bdfe99b7f6
fix: alleviating the bad math, which is impossible to quick-fix for me
2017-11-13 19:03:59 +01:00
Martin Ambrus
c6d9d264ce
fix: this can sometimes go above current building level
2017-11-13 17:19:18 +01:00
Martin Ambrus
35512d16f0
refactor: 5th round of sendunitsComplete() optimizations
2017-11-13 17:02:58 +01:00
Martin Ambrus
3d44226c92
refactor: more caching where possible
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This also fixes "Multihunter" being stated as the one attacking
reinforcements in villages during battle (now stores real attacker ID).
2017-11-12 10:36:53 +01:00
Martin Ambrus
603d28f31a
fix: MySQL 5.7 compatibility + undefined variables
2017-11-10 14:07:32 +01:00
Martin Ambrus
c07dd99627
fix: this should work but doesn't, so I'm reverting it back
2017-11-10 13:27:54 +01:00
Martin Ambrus
b6652cbb32
fix: ban cleanup removes bans on users who are banned forever
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#325
2017-11-09 23:41:51 +01:00
Martin Ambrus
29d638b7f7
refactor: 4th round of sendunitsComplete() optimizations + market fix
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Sending units more than 1x (with PLUS) didn't work after the first
market refactor.
2017-11-09 21:38:30 +01:00
Martin Ambrus
371c717702
refactor: 3rd round of sendunitsComplete() optimizations
2017-11-09 14:22:15 +01:00
Martin Ambrus
b1b1581f4c
refactor: 2nd round of sendunitsComplete() optimizations
2017-11-09 00:43:10 +01:00
Martin Ambrus
50f0cae495
refactor: 1st round of sendunitsComplete() optimizations
2017-11-08 23:43:28 +01:00
Martin Ambrus
0c44b93bc0
fix: this got commented-out by a debug mistake :-O :-/ :-(
2017-11-08 19:21:00 +01:00
Martin Ambrus
151553735d
refactor: setMovementProc() to take one or multiple IDs for update
2017-11-08 18:21:30 +01:00
Martin Ambrus
21d6874325
refactor: marketComplete() to use less queries and caching
2017-11-08 18:12:54 +01:00
Martin Ambrus
159de207c9
refactor: get and set multiple fields at once
2017-11-08 17:46:18 +01:00
Roy Shum
aa570c1bcb
fix resource limit ( #322 )
2017-11-08 17:29:23 +01:00
Martin Ambrus
b85abeaf78
refactor: optimization of buildComplete() code
2017-11-08 16:57:58 +01:00
Martin Ambrus
5db951c135
refactor: optimization to update of oasis and village resources
2017-11-08 15:46:08 +01:00
Martin Ambrus
6fa9058c43
fix: attack duplication
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Closes #259
2017-11-08 10:34:30 +01:00
Martin Ambrus
8e0b81d8dc
fix: hero duplication on reinforcements with MySQL 5.7+
2017-11-08 09:32:42 +01:00
Roy Shum
5b7bc2a5c3
improve performance on updatestore
2017-11-08 14:50:49 +08:00
Martin Ambrus
5f5dfb978e
fix: here movement between villages requires hero to travel alone
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Closes #272
2017-11-06 18:16:54 +01:00
Martin Ambrus
9514976c15
fix: attacks on oasis result in assigning them to Multihunter
2017-11-06 15:11:57 +01:00
Martin Ambrus
1301e1eb4a
fix: use strings instead of undefined constants
2017-11-06 14:17:52 +01:00
Martin Ambrus
5a929457c0
fix: unable to determine attack type
2017-11-06 14:01:24 +01:00
Martin Ambrus
ee285a4ed8
fix: units not returning from attack and staying as reinforcements
2017-11-05 09:17:43 +01:00
Martin Ambrus
57057384d3
refactor: SELECT * replaced by SELECT fieldname1, fieldname2 ...
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So far in a few places.
2017-11-05 09:03:59 +01:00
Martin Ambrus
f485f69e0a
fix: clear all remaining village troops when conquering a village
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Closes #269
2017-11-05 00:08:22 +01:00