* HIGHLY EXPERIMENTAL - USE AT OWN RISK *
Database Layer: - Implement connection pooling: Instead of 1 delay thread per database, you can configure between 1 and 32 worker threads that have a seperate thread in the core and have a seperate connection to the MySQL server (based on raczman/Albator´s database layer for Trinitycore3) - Implement a configurable thread bundle for synchroneous requests from seperate core threads (see worldserver.conf.dist for more info) - Every mapupdate thread now has its seperate MySQL connection to the world and characters database - Drop inconsistent PExecuteLog function - query logging will be implemented CONSISTENTLY later - Drop current prepared statement interface - this will be done *properly* later - You´ll need to update your worldserver.conf and authserver.conf - You´re recommended to make a backup of your databases before using this. * HIGHLY EXPERIMENTAL - USE AT OWN RISK * * HIGHLY EXPERIMENTAL - USE AT OWN RISK * etc. --HG-- branch : trunk
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@@ -645,8 +645,8 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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<< uint32(GetGoState()) << ")";
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WorldDatabase.BeginTransaction();
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WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
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WorldDatabase.PExecuteLog(ss.str().c_str());
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WorldDatabase.PExecute("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
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WorldDatabase.PExecute(ss.str().c_str());
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WorldDatabase.CommitTransaction();
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}
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@@ -722,8 +722,8 @@ void GameObject::DeleteFromDB()
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{
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sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
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sObjectMgr.DeleteGOData(m_DBTableGuid);
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WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
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WorldDatabase.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", m_DBTableGuid);
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WorldDatabase.PExecute("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
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WorldDatabase.PExecute("DELETE FROM game_event_gameobject WHERE guid = '%u'", m_DBTableGuid);
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}
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GameObject* GameObject::GetGameObject(WorldObject& object, uint64 guid)
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