* 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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@@ -16,7 +16,8 @@ class WDBThreadStartReq1 : public ACE_Method_Request
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virtual int call()
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{
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WorldDatabase.ThreadStart();
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WorldDatabase.Init_MySQL_Connection();
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CharacterDatabase.Init_MySQL_Connection();
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return 0;
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}
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};
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@@ -31,7 +32,8 @@ class WDBThreadEndReq1 : public ACE_Method_Request
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virtual int call()
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{
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WorldDatabase.ThreadEnd();
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WorldDatabase.End_MySQL_Connection();
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CharacterDatabase.End_MySQL_Connection();
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return 0;
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}
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};
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