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
+10 -10
View File
@@ -124,11 +124,11 @@ InstanceSave *InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
{
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
CharacterDatabase.CommitTransaction();
SQLTransaction trans = CharacterDatabase.BeginTransaction();
trans->PAppend("DELETE FROM instance WHERE id = '%u'", instanceid);
trans->PAppend("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
trans->PAppend("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
CharacterDatabase.CommitTransaction(trans);
// respawn times should be deleted only when the map gets unloaded
}
@@ -648,11 +648,11 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b
}
// delete them from the DB, even if not loaded
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
CharacterDatabase.CommitTransaction();
SQLTransaction trans = CharacterDatabase.BeginTransaction();
trans->PAppend("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
trans->PAppend("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
trans->PAppend("DELETE FROM instance WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
CharacterDatabase.CommitTransaction(trans);
// calculate the next reset time
uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;