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Core/DBLayer: Prevent using prepared statements on wrong database
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@@ -192,7 +192,7 @@ void WorldSession::HandleOpenItemOpcode(WorldPackets::Spells::OpenItem& packet)
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if (item->HasItemFlag(ITEM_FIELD_FLAG_WRAPPED))// wrapped?
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GIFT_BY_ITEM);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GIFT_BY_ITEM);
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stmt->setUInt64(0, item->GetGUID().GetCounter());
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_queryProcessor.AddQuery(CharacterDatabase.AsyncQuery(stmt)
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.WithPreparedCallback(std::bind(&WorldSession::HandleOpenWrappedItemCallback, this, item->GetPos(), item->GetGUID(), std::placeholders::_1)));
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@@ -233,7 +233,7 @@ void WorldSession::HandleOpenWrappedItemCallback(uint16 pos, ObjectGuid itemGuid
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GetPlayer()->SaveInventoryAndGoldToDB(trans);
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
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stmt->setUInt64(0, itemGuid.GetCounter());
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trans->Append(stmt);
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