Core/DBLayer:
- Rewrite Field class to be able to store both binary prepared statement data and data from adhoc query resultsets
- Buffer the data of prepared statements using ResultSet and Field classes and let go of mysql c api structures after PreparedResultSet constructor. Fixes a race condition and thus a possible crash/data corruption (issue pointed out to Derex, basic suggestion by raczman)
- Conform PreparedResultSet and ResultSet to the same design standards, and using Field class as data buffer class for both
* NOTE: This means the fetching methods are uniform again, using ¨Field* fields = result->Fetch();¨ and access to elements trough fields[x].
* NOTE: for access to the correct row in prepared statements, ¨Field* fields = result->Fetch();¨ must ALWAYS be called inside the do { }while(result->NextRow()) loop.
* NOTE: This means that Field::GetString() returns std::string object and Field::GetCString() returns const char* pointer.
Still experimental and all that jazz, not recommended for production servers until feedback is given.
--HG--
branch : trunk
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@@ -299,7 +299,7 @@ bool Pet::LoadPetFromDB(Player* owner, uint32 petentry, uint32 petnumber, bool c
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// load action bar, if data broken will fill later by default spells.
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if (!is_temporary_summoned)
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{
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m_charmInfo->LoadPetActionBar(fields[13].GetCppString());
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m_charmInfo->LoadPetActionBar(fields[13].GetString());
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_LoadSpells();
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InitTalentForLevel(); // re-init to check talent count
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@@ -331,7 +331,7 @@ bool Pet::LoadPetFromDB(Player* owner, uint32 petentry, uint32 petnumber, bool c
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Field *fields2 = result->Fetch();
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for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
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{
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m_declinedname->name[i] = fields2[i].GetCppString();
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m_declinedname->name[i] = fields2[i].GetString();
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}
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}
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}
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