Core/DBLayer: Fix a memory leak in Field class, properly clear buffer before repopulating it.

Fixes many issues (from wrong subnames on NPCs to absent GO/Creature spawns)
Thanks to Rat for helping find the issue

--HG--
branch : trunk
This commit is contained in:
Machiavelli
2010-09-25 13:12:12 +02:00
parent 0fa7d24637
commit 477b30a1ad
3 changed files with 11 additions and 5 deletions
+7 -1
View File
@@ -32,6 +32,9 @@ Field::~Field()
void Field::SetByteValue(const void* newValue, const size_t newSize, enum_field_types newType, uint32 length)
{
if (data.value)
CleanUp();
// This value stores raw bytes that have to be explicitly casted later
if (newValue)
{
@@ -43,8 +46,11 @@ void Field::SetByteValue(const void* newValue, const size_t newSize, enum_field_
data.raw = true;
}
void Field::SetStructuredValue(char* newValue, enum_field_types newType, const size_t newSize)
void Field::SetStructuredValue(char* newValue, enum_field_types newType)
{
if (data.value)
CleanUp();
// This value stores somewhat structured data that needs function style casting
if (newValue)
{
+2 -2
View File
@@ -249,11 +249,11 @@ class Field
} data;
void SetByteValue(const void* newValue, const size_t newSize, enum_field_types newType, uint32 length);
void SetStructuredValue(char* newValue, enum_field_types newType, const size_t newSize);
void SetStructuredValue(char* newValue, enum_field_types newType);
void CleanUp()
{
delete[] (data.value);
delete[] ((char*)data.value);
data.value = NULL;
}
+1 -1
View File
@@ -162,7 +162,7 @@ bool ResultSet::NextRow()
}
for (uint32 i = 0; i < m_fieldCount; i++)
m_currentRow[i].SetStructuredValue(row[i], m_fields[i].type, Field::SizeForType(&m_fields[i]));
m_currentRow[i].SetStructuredValue(row[i], m_fields[i].type);
return true;
}