Core/Player: Fix equipment set GUID handling (#21646)

Setting max GUID at server load was not taking transmog outfits into consideration.
New equip sets were always stored in _equipmentSets[0], overwriting eachother
This commit is contained in:
Roc13x
2018-04-11 20:04:43 +01:00
committed by Shauren
parent b57a4d7d21
commit 960fdd4ded
2 changed files with 5 additions and 6 deletions

View File

@@ -26591,15 +26591,14 @@ void Player::SetEquipmentSet(EquipmentSetInfo::EquipmentSetData const& newEqSet)
}
}
EquipmentSetInfo& eqSlot = _equipmentSets[newEqSet.Guid];
EquipmentSetUpdateState oldState = eqSlot.State;
uint64 setGuid = (newEqSet.Guid != 0) ? newEqSet.Guid : sObjectMgr->GenerateEquipmentSetGuid();
EquipmentSetInfo& eqSlot = _equipmentSets[setGuid];
eqSlot.Data = newEqSet;
if (eqSlot.Data.Guid == 0)
{
eqSlot.Data.Guid = sObjectMgr->GenerateEquipmentSetGuid();
eqSlot.Data.Guid = setGuid;
WorldPackets::EquipmentSet::EquipmentSetID data;
data.GUID = eqSlot.Data.Guid;
@@ -26608,7 +26607,7 @@ void Player::SetEquipmentSet(EquipmentSetInfo::EquipmentSetData const& newEqSet)
SendDirectMessage(data.Write());
}
eqSlot.State = oldState == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
eqSlot.State = eqSlot.State == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
}
void Player::_SaveEquipmentSets(SQLTransaction& trans)

View File

@@ -6728,7 +6728,7 @@ void ObjectMgr::SetHighestGuids()
if (result)
sArenaTeamMgr->SetNextArenaTeamId((*result)[0].GetUInt32()+1);
result = CharacterDatabase.Query("SELECT MAX(setguid) FROM character_equipmentsets");
result = CharacterDatabase.Query("SELECT MAX(maxguid) FROM ((SELECT MAX(setguid) AS maxguid FROM character_equipmentsets) UNION (SELECT MAX(setguid) AS maxguid FROM character_transmog_outfits)) allsets");
if (result)
_equipmentSetGuid = (*result)[0].GetUInt64()+1;