(04-28-2014 05:36 AM)Ben Wrote: I'm curious how your database is laid out... I don't think it's normal to have multiple cols with the same name.
More then likely the issue would be with SQL.
the SQL table has 48 fields (2x 1~24)
layer1, ..., layer24 (store item ID on each layer)
+
layercolor1, ..., layercolor24 (store item color on each layer)
if the SQL command use "layer1=666, layer1=NULL, layer1=2000", it's not a triplicated layer1 field, but a optimization to save performance because instead execute the same command 3x to update the same field value, it will execute only a single command with all values and use only the last (2000).
(04-28-2014 05:39 AM)XuN Wrote: LOCAL.SQL=<DB.AEXECUTE SQLAsyncResponse, UPDATE paperdoll SET <TAG.SQLSync.PaperdollItem> WHERE uid='<UID>' LIMIT 1>
Do you notice the comma in SQLAsyncResponse, ?
yea, I'm using this same SQLAsyncResponse on many others SQL command (sync kills, deaths, karma, fame, many account logs, etc) and all of them works fine. Including this same function (paperdoll sync) is working fine. The only problem is this huge tag
About ~6 months ago I already got this identical problem with TAGs crashing the server using a "virtual keyboard system" which doesn't use SQL. All virtual keyboard inputs was stored on a TAG, and if the player press 813508365081015 keys, the tag will get huge and crash the server. So I'm quite sure this is not a SQL related problem