I was recently running a test where I processed a table full of consumables. Once the table was empty, items were eventually added but the index never reflected these newly added objects. Here's a boiled down example...
Let's say I have a table called "Fruit" and an Index called "Freshness" [Fresh (Boolean, Ascending)]. Items in the "Fruit" table look like this:
- Code: Select all
1 = { Type:'Banana', Fresh:true }
2 = { Type:'Apple', Fresh:true }
3 = { Type:'Orange', Fresh:true }
Objects are loaded via the LoadRange() method:
- Code: Select all
PlayerIO.BigDB.LoadRange("Fruit", "Freshness", null, null, null, 10,
delegate(DatabaseObject[] results)
{
Console.WriteLine("found " + results.Length + " results.");
}
);
Again, all is well until the fruit runs out. After that, even with new fruit added, I no longer receive any more results from the loaded range.
Is this the intended behavior? I'm able to work around the issue by using an object "primer" like this:
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0 = { Type:'Primer, Fresh:true }
And ignoring it completely when the game logic runs.
Can anyone provide some insight to this issue?