Core/DBLayer: Prevent using prepared statements on wrong database

This commit is contained in:
Shauren
2019-07-27 01:00:37 +02:00
parent 1dcbceba81
commit e8e89f58fb
102 changed files with 604 additions and 577 deletions

View File

@@ -459,7 +459,7 @@ void GuildMgr::LoadGuilds()
PreparedQueryResult criteriaResult;
for (GuildContainer::const_iterator itr = GuildStore.begin(); itr != GuildStore.end(); ++itr)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_ACHIEVEMENT);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_ACHIEVEMENT);
stmt->setUInt64(0, itr->first);
achievementResult = CharacterDatabase.Query(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_ACHIEVEMENT_CRITERIA);
@@ -530,7 +530,7 @@ void GuildMgr::LoadGuildRewards()
continue;
}
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_GUILD_REWARDS_REQ_ACHIEVEMENTS);
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_GUILD_REWARDS_REQ_ACHIEVEMENTS);
stmt->setUInt32(0, reward.ItemID);
PreparedQueryResult reqAchievementResult = WorldDatabase.Query(stmt);
if (reqAchievementResult)