Core/DBLayer: Move tables reserved_name, gameobject_respawn and creature_respawn from WORLD database to CHARACTER database as it's content is realm-specific and should be preserved (thanks to leak for the cleanup)
*** TO PRESERVE (COPY) THE DATA CONTAINED IN THE OLD TABLES, YOU MUST FOLLOW THE FOLLOWING SQL-RECIPE (REPLACE DATABASENAMES WHERE NEEDED!) *** -- Move creature_respawn from world to characters db INSERT INTO `characters`.`creature_respawn` (`guid`, `respawntime`, `instance`) SELECT `guid, `respawntime` `instance` * FROM `world`.`creature_respawn`; -- Remove creature_respawn table from world db DROP TABLE `world`.`creature_respawn`; -- Move gameobject_respawn from world to characters db INSERT INTO `characters`.`gameobject_respawn` (`guid`, `respawntime`, `instance`) SELECT `guid`, `respawntime`, `instance` FROM `world`.`gameobject_respawn`; -- Remove creature_respawn table from world db DROP TABLE `world`.`gameobject_respawn`; -- Move reserved names from world to characters db INSERT INTO `characters`.`reserved_name` (`name`) SELECT `name` FROM `world`.`reserved_name`; -- Remove reserved_names table from world db DROP TABLE `world`.`reserved_name`; *** THE ABOVE MUST BE DONE, OR EXISTING INSTANCES WILL BE FULLY RESPAWNED - YOU HAVE BEEN WARNED *** Closes issue 4842. Closes issue 4849. --HG-- branch : trunk
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@@ -265,7 +265,10 @@ void InstanceSaveManager::CleanupInstances()
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_DelHelper("character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL");
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_DelHelper("guid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL");
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// creature_respawn and gameobject_respawn are in another database
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// Clean respawn data from non existing instances
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CharacterDatabase.PExecute("DELETE FROM creature_respawn WHERE instance <> 0 AND instance NOT IN (SELECT id FROM instance)");
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CharacterDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance <> 0 AND instance NOT IN (SELECT id FROM instance)");
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// first, obtain total instance set
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std::set<uint32> InstanceSet;
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QueryResult result = CharacterDatabase.Query("SELECT id FROM instance");
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@@ -279,32 +282,6 @@ void InstanceSaveManager::CleanupInstances()
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while (result->NextRow());
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}
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// creature_respawn
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result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0");
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if (result)
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{
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do
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{
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Field *fields = result->Fetch();
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if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
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WorldDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32());
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}
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while (result->NextRow());
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}
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// gameobject_respawn
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result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0");
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if (result)
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{
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do
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{
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Field *fields = result->Fetch();
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if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
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WorldDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32());
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}
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while (result->NextRow());
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}
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// characters
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result = CharacterDatabase.Query("SELECT DISTINCT(instance_id) FROM characters WHERE instance_id <> 0");
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if (result)
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@@ -368,8 +345,8 @@ void InstanceSaveManager::PackInstances()
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if (*i != InstanceNumber)
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{
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// remap instance id
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WorldDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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WorldDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE characters SET instance_id = '%u' WHERE instance_id = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE corpse SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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@@ -420,7 +397,7 @@ void InstanceSaveManager::LoadResetTimes()
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while (result->NextRow());
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// update reset time for normal instances with the max creature respawn time + X hours
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result = WorldDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
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result = CharacterDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
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if (result)
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{
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do
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