Core/DBLayer: Convert PExecute() queries to prepared statements No. 3
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@@ -219,10 +219,10 @@ public:
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if (!*args)
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return false;
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char* guid_str = strtok((char*)args, " ");
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char* wait_str = strtok((char*)NULL, " ");
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char* guidStr = strtok((char*)args, " ");
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char* waitStr = strtok((char*)NULL, " ");
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uint32 lowguid = atoi((char*)guid_str);
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uint32 lowGuid = atoi((char*)guidStr);
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Creature* creature = NULL;
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@@ -234,10 +234,10 @@ public:
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// attempt check creature existence by DB data
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if (!creature)
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{
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CreatureData const* data = sObjectMgr->GetCreatureData(lowguid);
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CreatureData const* data = sObjectMgr->GetCreatureData(lowGuid);
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if (!data)
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{
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handler->PSendSysMessage(LANG_COMMAND_CREATGUIDNOTFOUND, lowguid);
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handler->PSendSysMessage(LANG_COMMAND_CREATGUIDNOTFOUND, lowGuid);
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handler->SetSentErrorMessage(true);
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return false;
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}
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@@ -245,20 +245,22 @@ public:
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else
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{
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// obtain real GUID for DB operations
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lowguid = creature->GetDBTableGUIDLow();
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lowGuid = creature->GetDBTableGUIDLow();
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}
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int wait = wait_str ? atoi(wait_str) : 0;
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int wait = waitStr ? atoi(waitStr) : 0;
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if (wait < 0)
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wait = 0;
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//Player* player = handler->GetSession()->GetPlayer();
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// Update movement type
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_MOVEMENT_TYPE);
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//WaypointMgr.AddLastNode(lowguid, player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetOrientation(), wait, 0);
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stmt->setUInt8(0, uint8(WAYPOINT_MOTION_TYPE));
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stmt->setUInt32(1, lowGuid);
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CharacterDatabase.Execute(stmt);
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// update movement type
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WorldDatabase.PExecute("UPDATE creature SET MovementType = '%u' WHERE guid = '%u'", WAYPOINT_MOTION_TYPE, lowguid);
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if (creature && creature->GetWaypointPath())
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{
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creature->SetDefaultMovementType(WAYPOINT_MOTION_TYPE);
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@@ -457,17 +459,23 @@ public:
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creature->setFaction(factionId);
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// faction is set in creature_template - not inside creature
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// Faction is set in creature_template - not inside creature
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// update in memory
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// Update in memory..
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if (CreatureTemplate const* cinfo = creature->GetCreatureInfo())
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{
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const_cast<CreatureTemplate*>(cinfo)->faction_A = factionId;
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const_cast<CreatureTemplate*>(cinfo)->faction_H = factionId;
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}
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// and DB
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WorldDatabase.PExecute("UPDATE creature_template SET faction_A = '%u', faction_H = '%u' WHERE entry = '%u'", factionId, factionId, creature->GetEntry());
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// ..and DB
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_UPD_CREATURE_FACTION);
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stmt->setUInt16(0, uint16(factionId));
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stmt->setUInt16(1, uint16(factionId));
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stmt->setUInt32(2, creature->GetEntry());
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WorldDatabase.Execute(stmt);
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return true;
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}
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