* 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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@@ -629,8 +629,7 @@ DumpReturn PlayerDumpReader::LoadDump(const std::string& file, uint32 account, s
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fixNULLfields(line);
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if (!CharacterDatabase.Execute(line.c_str()))
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ROLLBACK(DUMP_FILE_BROKEN);
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CharacterDatabase.Execute(line.c_str());
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}
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CharacterDatabase.CommitTransaction();
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