* 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
This commit is contained in:
Machiavelli
2010-08-18 02:25:52 +02:00
parent 1ab2bd6d58
commit 87218eadcd
39 changed files with 1568 additions and 731 deletions
+1 -2
View File
@@ -629,8 +629,7 @@ DumpReturn PlayerDumpReader::LoadDump(const std::string& file, uint32 account, s
fixNULLfields(line);
if (!CharacterDatabase.Execute(line.c_str()))
ROLLBACK(DUMP_FILE_BROKEN);
CharacterDatabase.Execute(line.c_str());
}
CharacterDatabase.CommitTransaction();