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authorAnubisss <none@none>2010-01-23 14:45:58 +0100
committerAnubisss <none@none>2010-01-23 14:45:58 +0100
commitd9cb0702158fd045285f2c0a904cb31a45a3864a (patch)
treecdc6a7c6a83c6eea603ae296a653fb9f04945aad /src/game/SkillExtraItems.cpp
parentc784110d87666579f18620a98e1e57118db4a9cf (diff)
Implement QueryResult_AutoPtr type which is ACE's reference counted auto_ptr(ACE_Refcounted_Auto_Ptr) for QueryResult pointers.
Use this auto_ptr for every DB queries(except QueryNamedResult yet). This patch guarantees NO memory leaks from QueryResult pointers. Thanks to raczman for the idea and for the helping to make this patch. --HG-- branch : trunk
Diffstat (limited to 'src/game/SkillExtraItems.cpp')
-rw-r--r--src/game/SkillExtraItems.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/game/SkillExtraItems.cpp b/src/game/SkillExtraItems.cpp
index b13db542c16..8c7dfffa871 100644
--- a/src/game/SkillExtraItems.cpp
+++ b/src/game/SkillExtraItems.cpp
@@ -59,7 +59,7 @@ void LoadSkillExtraItemTable()
SkillExtraItemStore.clear(); // need for reload
// 0 1 2 3
- QueryResult *result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");
+ QueryResult_AutoPtr result = WorldDatabase.Query("SELECT spellId, requiredSpecialization, additionalCreateChance, additionalMaxNum FROM skill_extra_item_template");
if (result)
{
@@ -108,8 +108,6 @@ void LoadSkillExtraItemTable()
++count;
} while (result->NextRow());
- delete result;
-
sLog.outString();
sLog.outString( ">> Loaded %u spell specialization definitions", count );
}