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Core/DBLayer: Prevent using prepared statements on wrong database
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@@ -472,7 +472,7 @@ DumpReturn PlayerDumpReader::LoadDump(std::string const& file, uint32 account, s
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bool incHighest = true;
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if (guid && guid < sObjectMgr->GetGenerator<HighGuid::Player>().GetNextAfterMaxUsed())
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_GUID);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_GUID);
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stmt->setUInt64(0, guid);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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@@ -490,7 +490,7 @@ DumpReturn PlayerDumpReader::LoadDump(std::string const& file, uint32 account, s
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if (ObjectMgr::CheckPlayerName(name, sWorld->GetDefaultDbcLocale(), true) == CHAR_NAME_SUCCESS)
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
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stmt->setString(0, name);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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@@ -598,7 +598,7 @@ DumpReturn PlayerDumpReader::LoadDump(std::string const& file, uint32 account, s
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// check if the original name already exists
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name = GetNth(line, GetColNumber(tn, "name"));
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
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stmt->setString(0, name);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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