Core/DBLayer: Fix a memory leak in Field class, properly clear buffer before repopulating it.

Fixes many issues (from wrong subnames on NPCs to absent GO/Creature spawns)
Thanks to Rat for helping find the issue

--HG--
branch : trunk
This commit is contained in:
Machiavelli
2010-09-25 13:12:12 +02:00
parent 0fa7d24637
commit 477b30a1ad
3 changed files with 11 additions and 5 deletions

View File

@@ -32,10 +32,13 @@ Field::~Field()
void Field::SetByteValue(const void* newValue, const size_t newSize, enum_field_types newType, uint32 length)
{
if (data.value)
CleanUp();
// This value stores raw bytes that have to be explicitly casted later
if (newValue)
{
data.value = new char [newSize];
data.value = new char[newSize];
memcpy(data.value, newValue, newSize);
data.length = length;
}
@@ -43,8 +46,11 @@ void Field::SetByteValue(const void* newValue, const size_t newSize, enum_field_
data.raw = true;
}
void Field::SetStructuredValue(char* newValue, enum_field_types newType, const size_t newSize)
void Field::SetStructuredValue(char* newValue, enum_field_types newType)
{
if (data.value)
CleanUp();
// This value stores somewhat structured data that needs function style casting
if (newValue)
{