fix: Use the latest number for the next serial after world load. (#1171)
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2 changed files with 22 additions and 0 deletions
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@ -242,6 +242,21 @@ namespace Server
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Items = EntityPersistence.LoadIndex(basePath, itemIndexInfo, out List<EntityIndex<Item>> items);
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Guilds = EntityPersistence.LoadIndex(basePath, guildIndexInfo, out List<EntityIndex<BaseGuild>> guilds);
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if (Mobiles.Count > 0)
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{
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_lastMobile = Mobiles.Keys.Max();
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}
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if (Items.Count > 0)
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{
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_lastItem = Items.Keys.Max();
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}
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if (Guilds.Count > 0)
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{
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_lastGuild = Guilds.Keys.Max();
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}
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EntityPersistence.LoadData(basePath, mobileIndexInfo, mobiles);
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EntityPersistence.LoadData(basePath, itemIndexInfo, items);
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EntityPersistence.LoadData(basePath, guildIndexInfo, guilds);
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Xml;
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using Server.Logging;
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@ -86,6 +87,12 @@ namespace Server.Accounting
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IIndexInfo<Serial> indexInfo = new EntityTypeIndex("Accounts");
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_accountsById = EntityPersistence.LoadIndex(path, indexInfo, out List<EntityIndex<Account>> accounts);
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if (_accountsById.Count > 0)
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{
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_lastAccount = _accountsById.Keys.Max();
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}
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EntityPersistence.LoadData(path, indexInfo, accounts);
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foreach (var a in _accountsById.Values)
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