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author | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2023-05-15 16:09:09 +0200 |
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committer | Thorbjørn Lindeijer <bjorn@lindeijer.nl> | 2023-05-15 16:09:15 +0200 |
commit | 1992ce920eb5268be9487b3bba6d28353d871111 (patch) | |
tree | 0674c82a0726135c0a5d136a359f841d503c510f /src/account-server/serverhandler.h | |
parent | f395960adeea1f51f01ec8045d1e175926a6ea4a (diff) | |
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Manage CharacterData using std::unique_ptr
Fixes many memory leaks, but also made it clear that we're very often
loading all the character data only to immediately throw it away again,
even when most of the time all we really need is the database ID or the
name.
Diffstat (limited to 'src/account-server/serverhandler.h')
-rw-r--r-- | src/account-server/serverhandler.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/account-server/serverhandler.h b/src/account-server/serverhandler.h index 57732d1d..c85d790e 100644 --- a/src/account-server/serverhandler.h +++ b/src/account-server/serverhandler.h @@ -65,7 +65,7 @@ namespace GameServerHandler /** * Sends chat party information */ - void sendPartyChange(CharacterData *ptr, int partyId); + void sendPartyChange(const CharacterData &character, int partyId); /** * Takes a GAMSG_PLAYER_SYNC from the gameserver and stores all changes in |