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2.0.0 Changes: - Reworked shell finder UI with compact or list view with profile tags showing with the listing, allowing moderators to broadcast the syncshell as well to have it be used more. - Reworked user list in syncshell admin screen to have filter visible and moved away from table to its own thing, allowing to copy uid/note/alias when clicking on the name. - Reworked download bars and download box to make it look more modern, removed the jitter around, so it shouldn't vibrate around much. - Chat has been added to the top menu, working in Zone or in Syncshells to be used there. - Paired system has been revamped to make pausing and unpausing faster, and loading people should be faster as well. - Moved to the internal object table to have faster load times for users; people should load in faster - Compactor is running on a multi-threaded level instead of single-threaded; this should increase the speed of compacting files - Nameplate Service has been reworked so it wouldn't use the nameplate handler anymore. - Files can be resized when downloading to reduce load on users if they aren't compressed. (can be toggled to resize all). - Penumbra Collections are now only made when people are visible, reducing the load on boot-up when having many syncshells in your list. - Lightfinder plates have been moved away from using Nameplates, but will use an overlay. - Main UI has been changed a bit with a gradient, and on hover will glow up now. - Reworked Profile UI for Syncshell and Users to be more user-facing with more customizable items. - Reworked Settings UI to look more modern. - Performance should be better due to new systems that would dispose of the collections and better caching of items. Co-authored-by: defnotken <itsdefnotken@gmail.com> Co-authored-by: azyges <aaaaaa@aaa.aaa> Co-authored-by: choco <choco@patat.nl> Co-authored-by: cake <admin@cakeandbanana.nl> Co-authored-by: Minmoose <KennethBohr@outlook.com> Reviewed-on: #92
93 lines
3.0 KiB
C#
93 lines
3.0 KiB
C#
using LightlessSync.API.Data.Enum;
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namespace LightlessSync.LightlessConfiguration.Configurations;
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public class TransientConfig : ILightlessConfiguration
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{
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public Dictionary<string, TransientPlayerConfig> TransientConfigs { get; set; } = [];
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public int Version { get; set; } = 1;
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public class TransientPlayerConfig
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{
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public List<string> GlobalPersistentCache { get; set; } = [];
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public Dictionary<uint, List<string>> JobSpecificCache { get; set; } = [];
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public Dictionary<uint, List<string>> JobSpecificPetCache { get; set; } = [];
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private readonly object _cacheLock = new();
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public TransientPlayerConfig()
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{
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}
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private bool ElevateIfNeeded(uint jobId, string gamePath)
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{
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// check if it's in the job cache of other jobs and elevate if needed
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foreach (var kvp in JobSpecificCache)
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{
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if (kvp.Key == jobId) continue;
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// elevate if the gamepath is included somewhere else
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if (kvp.Value.Contains(gamePath, StringComparer.Ordinal))
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{
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JobSpecificCache[kvp.Key].Remove(gamePath);
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GlobalPersistentCache.Add(gamePath);
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return true;
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}
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}
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return false;
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}
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public int RemovePath(string gamePath, ObjectKind objectKind)
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{
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lock (_cacheLock)
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{
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int removedEntries = 0;
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if (objectKind == ObjectKind.Player)
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{
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if (GlobalPersistentCache.Remove(gamePath)) removedEntries++;
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foreach (var kvp in JobSpecificCache)
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{
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if (kvp.Value.Remove(gamePath)) removedEntries++;
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}
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}
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if (objectKind == ObjectKind.Pet)
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{
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foreach (var kvp in JobSpecificPetCache)
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{
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if (kvp.Value.Remove(gamePath)) removedEntries++;
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}
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}
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return removedEntries;
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}
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}
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public void AddOrElevate(uint jobId, string gamePath)
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{
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lock (_cacheLock)
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{
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// check if it's in the global cache, if yes, do nothing
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if (GlobalPersistentCache.Contains(gamePath, StringComparer.Ordinal))
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{
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return;
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}
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if (ElevateIfNeeded(jobId, gamePath)) return;
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// check if the jobid is already in the cache to start
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if (!JobSpecificCache.TryGetValue(jobId, out var jobCache))
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{
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JobSpecificCache[jobId] = jobCache = new();
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}
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// check if the path is already in the job specific cache
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if (!jobCache.Contains(gamePath, StringComparer.Ordinal))
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{
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jobCache.Add(gamePath);
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}
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}
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}
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}
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}
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