Remove SequenceEqual check when serializing player entity blobs

This commit is contained in:
Crypto137 2026-03-23 15:21:22 +03:00
parent 8740e60e35
commit 877adaf80d

View file

@ -266,13 +266,11 @@ namespace MHServerEmu.Games.Network
Serializer.Transfer(archive, Player);
Span<byte> newArchiveData = archive.AsSpan();
if (newArchiveData.SequenceEqual(oldArchiveData) == false)
{
if (newArchiveData.Length == oldArchiveData.Length)
newArchiveData.CopyTo(oldArchiveData);
else
dbPlayer.ArchiveData = newArchiveData.ToArray();
}
// No point in doing a SequenceEqual check here, it's always different in practice.
if (newArchiveData.Length == oldArchiveData.Length)
newArchiveData.CopyTo(oldArchiveData);
else
dbPlayer.ArchiveData = newArchiveData.ToArray();
}
// Save last town as a separate database field to be able to access it without deserializing the player entity