Streamlining loading functions for server startup
- Added a couple of timer outputs - Improved code consistency between loading functions - Progess bars should look and behave similar on all OS now (sLog.outString() is not needed anymore to replace the progress bar in log files) --HG-- branch : trunk
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@@ -308,6 +308,8 @@ void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQ
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void AuctionHouseMgr::LoadAuctionItems()
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{
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uint32 oldMSTime = getMSTime();
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// data needs to be at first place for Item::LoadFromDB
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_LOAD_AUCTION_ITEMS);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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@@ -316,14 +318,14 @@ void AuctionHouseMgr::LoadAuctionItems()
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString(">> Loaded 0 auction items. DB table `auctionhouse` or `item_instance` is empty!");
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sLog.outString();
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sLog.outString(">> Loaded 0 auction items");
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return;
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}
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barGoLink bar(result->GetRowCount());
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uint32 count = 0;
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do
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{
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bar.step();
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@@ -352,36 +354,37 @@ void AuctionHouseMgr::LoadAuctionItems()
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}
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while (result->NextRow());
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sLog.outString(">> Loaded %u auction items in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u auction items", count);
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}
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void AuctionHouseMgr::LoadAuctions()
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{
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uint32 oldMSTime = getMSTime();
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_LOAD_AUCTIONS);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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if (!result)
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString();
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sLog.outString(">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
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sLog.outString();
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return;
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}
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barGoLink bar(result->GetRowCount());
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uint32 count = 0;
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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uint32 count = 0;
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AuctionEntry *aItem;
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do
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{
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Field* fields = result->Fetch();
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bar.step();
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aItem = new AuctionEntry();
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AuctionEntry *aItem = new AuctionEntry();
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if (!aItem->LoadFromDB(fields))
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{
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aItem->DeleteFromDB(trans);
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@@ -395,8 +398,8 @@ void AuctionHouseMgr::LoadAuctions()
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CharacterDatabase.CommitTransaction(trans);
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sLog.outString(">> Loaded %u auctions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u auctions", count);
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}
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void AuctionHouseMgr::AddAItem(Item* it)
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