fix(GtaDataService): weapon and weapon component caches aren't wiped properly on rebuild (#3414)
Some checks failed
Nightly Build / Check Recent Commit (push) Failing after 6s
Nightly Build / Build Nightly (push) Has been skipped
Nightly Build / Recreate Release (push) Has been skipped

This commit is contained in:
Andreas Maerten 2024-07-23 23:54:57 +02:00 committed by GitHub
parent d946f063d1
commit c975a14576
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194

View File

@ -215,14 +215,6 @@ namespace big
LOG(INFO) << "Loading " << m_weapons_cache.weapon_map.size() << " weapons from cache."; LOG(INFO) << "Loading " << m_weapons_cache.weapon_map.size() << " weapons from cache.";
LOG(INFO) << "Loading " << m_weapons_cache.weapon_components.size() << " weapon components from cache."; LOG(INFO) << "Loading " << m_weapons_cache.weapon_components.size() << " weapon components from cache.";
m_weapon_types.clear();
m_weapon_types.reserve(m_weapons_cache.weapon_map.size());
for (const auto& [_, weapon] : m_weapons_cache.weapon_map)
{
add_if_not_exists(m_weapon_types, weapon.m_weapon_type);
}
std::sort(m_weapon_types.begin(), m_weapon_types.end()); std::sort(m_weapon_types.begin(), m_weapon_types.end());
} }
@ -558,12 +550,16 @@ namespace big
m_weapons_cache.version_info.m_online_version = g_pointers->m_gta.m_online_version; m_weapons_cache.version_info.m_online_version = g_pointers->m_gta.m_online_version;
m_weapons_cache.version_info.m_file_version = file_version; m_weapons_cache.version_info.m_file_version = file_version;
m_weapon_types.clear();
m_weapon_types.reserve(weapons.size());
m_weapons_cache.weapon_map.clear();
for (auto weapon : weapons) for (auto weapon : weapons)
{ {
add_if_not_exists(m_weapon_types, weapon.m_weapon_type); add_if_not_exists(m_weapon_types, weapon.m_weapon_type);
m_weapons_cache.weapon_map.insert({weapon.m_name, weapon}); m_weapons_cache.weapon_map.insert({weapon.m_name, weapon});
} }
m_weapons_cache.weapon_components.clear();
for (auto weapon_component : weapon_components) for (auto weapon_component : weapon_components)
{ {
m_weapons_cache.weapon_components.insert({weapon_component.m_name, weapon_component}); m_weapons_cache.weapon_components.insert({weapon_component.m_name, weapon_component});