diff --git a/src/MHServerEmu.Games/Network/PlayerConnection.cs b/src/MHServerEmu.Games/Network/PlayerConnection.cs index 68ca67e2..4e275c36 100644 --- a/src/MHServerEmu.Games/Network/PlayerConnection.cs +++ b/src/MHServerEmu.Games/Network/PlayerConnection.cs @@ -266,13 +266,11 @@ namespace MHServerEmu.Games.Network Serializer.Transfer(archive, Player); Span 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