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4 changes: 2 additions & 2 deletions .github/workflows/dotnet.yml
Original file line number Diff line number Diff line change
Expand Up @@ -26,10 +26,10 @@ jobs:
- name: Restore dependencies
run: dotnet restore
- name: Build
run: dotnet build src/Perpetuum.ServerService2/Perpetuum.ServerService2.csproj --no-restore --configuration Release --verbosity quiet
run: dotnet build src/Perpetuum.ServerService2/Perpetuum.ServerService2.csproj --no-restore --configuration Release --verbosity quiet -p:Platform=x64
- name: Upload a Build Artifact
uses: actions/upload-artifact@v4
with:
name: Perpetuum-Server-v2-${{ github.sha }}
path: ${{ env.Workspace }}/bin/Release/net8.0
path: ${{ env.Workspace }}/bin/x64/Release/net8.0
if: ${{ github.event_name == 'push'}}
2 changes: 2 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,6 @@
![opp-server2](opp-server2.png)

[![Build Perpetuum.Server Service v2](https://github.com/OpenPerpetuum/PerpetuumServer2/actions/workflows/dotnet.yml/badge.svg?branch=develop)](https://github.com/OpenPerpetuum/PerpetuumServer2/actions/workflows/dotnet.yml)

# The Open Perpetuum Server 2

8 changes: 6 additions & 2 deletions src/Perpetuum/Zones/Terrains/IntervalLayerSaver.cs
Original file line number Diff line number Diff line change
Expand Up @@ -29,13 +29,17 @@ public IntervalLayerSaver(ILayerFileIO layerFileIO,ILayer<T> layer, IZone zone)

public override void Stop()
{
SaveLayer();
// When stopping the server, we save only the modified layers.
if (Interlocked.CompareExchange(ref _dirty, 0, 1) == 1)
{
SaveLayer();
}
base.Stop();
}

public override void Update(TimeSpan time)
{
if ( Interlocked.CompareExchange(ref _dirty,0,1) == 0)
if (Interlocked.CompareExchange(ref _dirty, 0, 1) == 0)
return;

SaveLayer();
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1 change: 1 addition & 0 deletions src/Perpetuum/Zones/ZoneSession.cs
Original file line number Diff line number Diff line change
Expand Up @@ -949,6 +949,7 @@ private void LogoutPlayer()

using (TransactionScope scope = Db.CreateTransaction())
{
_player.DynamicProperties.Update(k.armor, _player.Armor.Ratio(_player.ArmorMax));
_player.Save();
character.ZoneId = _zone.Id;
character.ZonePosition = _player.CurrentPosition;
Expand Down