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