DB Layer:

- Make SQL Transactions actual objects used in code. (Thanks to Derex for the idea)
* Uncommitted transactions will be automatically rolled back and cleaned up using ACE_Refcounted_Auto_Ptr, so no need to call Rollback() in the code.
* Prevents recursive transactions and makes developers aware of transactions going on.
* Gets rid of unneccesary overhead iterating over a concurrent map.
- Some cleanups in affected code, including better usage of transaction control in AH / mail related code to prevent data loss.

*** Experimental, use at own risk, recommended to backup your DBs. ***

--HG--
branch : trunk
This commit is contained in:
Machiavelli
2010-08-21 03:19:25 +02:00
parent a7498d2f56
commit 994186f267
49 changed files with 861 additions and 774 deletions
+3 -1
View File
@@ -295,7 +295,9 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insign
// map->Remove(corpse, false);
// remove corpse from DB
corpse->DeleteFromDB();
SQLTransaction trans = WorldDatabase.BeginTransaction();
corpse->DeleteFromDB(trans);
WorldDatabase.CommitTransaction(trans);
// we don't want bones to save some cpu.. :)
delete corpse;
+4 -3
View File
@@ -9040,9 +9040,10 @@ void ObjectMgr::_AddOrUpdateGMTicket(GM_Ticket &ticket)
ss << ticket.closed << "', '";
ss << ticket.assignedToGM << "', '";
ss << comment << "');";
CharacterDatabase.BeginTransaction();
CharacterDatabase.Execute(ss.str().c_str());
CharacterDatabase.CommitTransaction();
SQLTransaction trans = CharacterDatabase.BeginTransaction();
trans->Append(ss.str().c_str());
CharacterDatabase.CommitTransaction(trans);
}
void ObjectMgr::RemoveGMTicket(GM_Ticket *ticket, int64 source, bool permanently)