Fixed emote duplicate issue. Improved chatter tracking. Used stores in Login Handler in cases where databases was used instead.
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@@ -7,18 +7,25 @@ namespace HermesSocketServer.Socket.Handlers
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{
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public class EmoteDetailsHandler : ISocketHandler
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{
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private const int EMOTE_BUFFER_SIZE = 5000;
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public int OperationCode { get; } = 7;
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private readonly Database _database;
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private readonly HashSet<string> _emotes;
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private readonly string[] _array;
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private readonly ILogger _logger;
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private readonly object _lock;
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private int _index;
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public EmoteDetailsHandler(Database database, ILogger logger)
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{
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_database = database;
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_emotes = new HashSet<string>(EMOTE_BUFFER_SIZE);
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_array = new string[EMOTE_BUFFER_SIZE];
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_logger = logger;
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_emotes = new HashSet<string>(501);
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_lock = new object();
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_index = -1;
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}
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public async Task Execute<T>(WebSocketUser sender, T message, HermesSocketManager sockets)
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@@ -40,6 +47,16 @@ namespace HermesSocketServer.Socket.Handlers
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}
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_emotes.Add(entry.Key);
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if (_index == _array.Length - 1)
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_index = -1;
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var previous = _array[++_index];
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if (previous != null)
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{
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_emotes.Remove(previous);
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}
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_array[_index] = entry.Key;
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}
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}
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@@ -47,7 +64,7 @@ namespace HermesSocketServer.Socket.Handlers
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return;
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int rows = 0;
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string sql = "INSERT INTO \"Emote\" (id, name) VALUES (@idd, @name)";
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string sql = "INSERT INTO \"Emote\" (id, name) VALUES (@idd, @name) ON CONFLICT (id) DO UPDATE SET name = @name;";
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using (var connection = await _database.DataSource.OpenConnectionAsync())
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{
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using (var command = new NpgsqlCommand(sql, connection))
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