mirror of
https://github.com/TrinityCore/TrinityCore.git
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159 lines
4.5 KiB
C++
159 lines
4.5 KiB
C++
/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
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#include "CharacterDatabaseCleaner.h"
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#include "World.h"
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#include "Database/DatabaseEnv.h"
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#include "SpellMgr.h"
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#include "DBCStores.h"
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void CharacterDatabaseCleaner::CleanDatabase()
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{
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// config to disable
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if (!sWorld->getBoolConfig(CONFIG_CLEAN_CHARACTER_DB))
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return;
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sLog->outInfo(LOG_FILTER_GENERAL, "Cleaning character database...");
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uint32 oldMSTime = getMSTime();
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// check flags which clean ups are necessary
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QueryResult result = CharacterDatabase.Query("SELECT value FROM worldstates WHERE entry = 20004");
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if (!result)
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return;
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uint32 flags = (*result)[0].GetUInt32();
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// clean up
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if (flags & CLEANING_FLAG_ACHIEVEMENT_PROGRESS)
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CleanCharacterAchievementProgress();
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if (flags & CLEANING_FLAG_SKILLS)
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CleanCharacterSkills();
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if (flags & CLEANING_FLAG_SPELLS)
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CleanCharacterSpell();
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if (flags & CLEANING_FLAG_TALENTS)
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CleanCharacterTalent();
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if (flags & CLEANING_FLAG_QUESTSTATUS)
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CleanCharacterQuestStatus();
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// NOTE: In order to have persistentFlags be set in worldstates for the next cleanup,
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// you need to define them at least once in worldstates.
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flags &= sWorld->getIntConfig(CONFIG_PERSISTENT_CHARACTER_CLEAN_FLAGS);
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CharacterDatabase.DirectPExecute("UPDATE worldstates SET value = %u WHERE entry = 20004", flags);
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sWorld->SetCleaningFlags(flags);
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sLog->outInfo(LOG_FILTER_GENERAL, ">> Cleaned character database in %u ms", GetMSTimeDiffToNow(oldMSTime));
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}
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void CharacterDatabaseCleaner::CheckUnique(const char* column, const char* table, bool (*check)(uint32))
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{
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QueryResult result = CharacterDatabase.PQuery("SELECT DISTINCT %s FROM %s", column, table);
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if (!result)
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{
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sLog->outInfo(LOG_FILTER_GENERAL, "Table %s is empty.", table);
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return;
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}
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bool found = false;
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std::ostringstream ss;
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do
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{
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Field* fields = result->Fetch();
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uint32 id = fields[0].GetUInt32();
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if (!check(id))
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{
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if (!found)
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{
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ss << "DELETE FROM " << table << " WHERE " << column << " IN (";
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found = true;
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}
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else
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ss << ',';
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ss << id;
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}
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}
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while (result->NextRow());
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if (found)
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{
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ss << ')';
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CharacterDatabase.Execute(ss.str().c_str());
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}
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}
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bool CharacterDatabaseCleaner::AchievementProgressCheck(uint32 criteria)
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{
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return sAchievementCriteriaStore.LookupEntry(criteria);
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}
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void CharacterDatabaseCleaner::CleanCharacterAchievementProgress()
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{
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CheckUnique("criteria", "character_achievement_progress", &AchievementProgressCheck);
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}
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bool CharacterDatabaseCleaner::SkillCheck(uint32 skill)
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{
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return sSkillLineStore.LookupEntry(skill);
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}
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void CharacterDatabaseCleaner::CleanCharacterSkills()
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{
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CheckUnique("skill", "character_skills", &SkillCheck);
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}
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bool CharacterDatabaseCleaner::SpellCheck(uint32 spell_id)
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{
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return sSpellMgr->GetSpellInfo(spell_id) && !GetTalentSpellPos(spell_id);
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}
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void CharacterDatabaseCleaner::CleanCharacterSpell()
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{
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CheckUnique("spell", "character_spell", &SpellCheck);
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}
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bool CharacterDatabaseCleaner::TalentCheck(uint32 talent_id)
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{
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TalentEntry const* talentInfo = sTalentStore.LookupEntry(talent_id);
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if (!talentInfo)
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return false;
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return sTalentTabStore.LookupEntry(talentInfo->TalentTab);
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}
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void CharacterDatabaseCleaner::CleanCharacterTalent()
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{
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CharacterDatabase.DirectPExecute("DELETE FROM character_talent WHERE spec > %u", MAX_TALENT_SPECS);
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CheckUnique("spell", "character_talent", &TalentCheck);
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}
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void CharacterDatabaseCleaner::CleanCharacterQuestStatus()
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{
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CharacterDatabase.DirectExecute("DELETE FROM character_queststatus WHERE status = 0");
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}
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