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[svn] * Avoid access to bag item prototype for getting bag size, use related item update field instead as more fast source.
* Better check client inventory pos data received in some client packets to skip invalid cases. * Removed some unnecessary database queries. * Make guid lookup for adding ignore async. * Added two parameter versions of the AsyncQuery function * Make queries for adding friends async. - Hunuza * Replace some PQuery() calls with more simple Query() - Hunuza * Mark spell as executed instead of deleteable to solve crash. *** Source mangos. **Its a big commit. so test with care... or without care.... whatever floats your boat. --HG-- branch : trunk
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@@ -1458,7 +1458,7 @@ void SpellMgr::LoadSpellChains()
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mSpellChains.clear(); // need for reload case
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mSpellChainsNext.clear(); // need for reload case
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QueryResult *result = WorldDatabase.PQuery("SELECT spell_id, prev_spell, first_spell, rank, req_spell FROM spell_chain");
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QueryResult *result = WorldDatabase.Query("SELECT spell_id, prev_spell, first_spell, rank, req_spell FROM spell_chain");
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if(result == NULL)
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{
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barGoLink bar( 1 );
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@@ -1665,7 +1665,7 @@ void SpellMgr::LoadSpellLearnSpells()
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{
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mSpellLearnSpells.clear(); // need for reload case
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QueryResult *result = WorldDatabase.PQuery("SELECT entry, SpellID FROM spell_learn_spell");
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QueryResult *result = WorldDatabase.Query("SELECT entry, SpellID FROM spell_learn_spell");
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if(!result)
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{
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barGoLink bar( 1 );
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