Core/DBLayer:
- Implement deriviate classes of MySQLConnection for every database type (world, realm, characters) - Make DatabaseWorkerPool templatized and use the above mentioned classes as parameter - Implementation of the new types in code (This is in preparation of prepared statement interface) --HG-- branch : trunk
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@@ -625,8 +625,8 @@ class ObjectMgr
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void LoadSpellScriptNames();
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void ValidateSpellScripts();
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bool LoadTrinityStrings(DatabaseType& db, char const* table, int32 min_value, int32 max_value);
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bool LoadTrinityStrings() { return LoadTrinityStrings(WorldDatabase,"trinity_string",MIN_TRINITY_STRING_ID,MAX_TRINITY_STRING_ID); }
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bool LoadTrinityStrings(char const* table, int32 min_value, int32 max_value);
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bool LoadTrinityStrings() { return LoadTrinityStrings("trinity_string",MIN_TRINITY_STRING_ID,MAX_TRINITY_STRING_ID); }
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void LoadDbScriptStrings();
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void LoadCreatureClassLevelStats();
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void LoadCreatureLocales();
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@@ -1104,7 +1104,7 @@ class ObjectMgr
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#define sObjectMgr (*ACE_Singleton<ObjectMgr, ACE_Null_Mutex>::instance())
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// scripting access functions
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bool LoadTrinityStrings(DatabaseType& db, char const* table,int32 start_value = MAX_CREATURE_AI_TEXT_STRING_ID, int32 end_value = std::numeric_limits<int32>::min());
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bool LoadTrinityStrings(char const* table,int32 start_value = MAX_CREATURE_AI_TEXT_STRING_ID, int32 end_value = std::numeric_limits<int32>::min());
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uint32 GetAreaTriggerScriptId(uint32 trigger_id);
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uint32 GetScriptId(const char *name);
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ObjectMgr::ScriptNameMap& GetScriptNames();
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