Core/Channel: revamp channel system (#17980)
* Core/Channel: change the way channels are stored and sent to client. - Fixes multiple channels per zone when using different locales - Connected clients will receive locally the name of the channel for their apropiate locale (if available) - In other cases default locale name will be sent, so as to prevent breaking channel chat for those players
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@@ -238,7 +238,7 @@ void CharacterDatabaseConnection::DoPrepareStatements()
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" ON DUPLICATE KEY UPDATE LogGuid = VALUES (LogGuid), EventType = VALUES (EventType), PlayerGuid = VALUES (PlayerGuid), Flags = VALUES (Flags), Value = VALUES (Value), Timestamp = VALUES (Timestamp)", CONNECTION_ASYNC);
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// Chat channel handling
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PrepareStatement(CHAR_SEL_CHANNEL, "SELECT announce, ownership, password, bannedList FROM channels WHERE name = ? AND team = ?", CONNECTION_SYNCH);
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PrepareStatement(CHAR_SEL_CHANNEL, "SELECT name, announce, ownership, password, bannedList FROM channels WHERE name = ? AND team = ?", CONNECTION_SYNCH);
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PrepareStatement(CHAR_INS_CHANNEL, "INSERT INTO channels(name, team, lastUsed) VALUES (?, ?, UNIX_TIMESTAMP())", CONNECTION_ASYNC);
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PrepareStatement(CHAR_UPD_CHANNEL, "UPDATE channels SET announce = ?, ownership = ?, password = ?, bannedList = ?, lastUsed = UNIX_TIMESTAMP() WHERE name = ? AND team = ?", CONNECTION_ASYNC);
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PrepareStatement(CHAR_UPD_CHANNEL_USAGE, "UPDATE channels SET lastUsed = UNIX_TIMESTAMP() WHERE name = ? AND team = ?", CONNECTION_ASYNC);
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