aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Instances/InstanceSaveMgr.cpp
diff options
context:
space:
mode:
authorMachiavelli <none@none>2010-08-21 03:19:25 +0200
committerMachiavelli <none@none>2010-08-21 03:19:25 +0200
commit994186f2672547761392c71ed15ded2a83e8c20d (patch)
tree53eec0c7571642b9490d2a664671cb216a730993 /src/server/game/Instances/InstanceSaveMgr.cpp
parenta7498d2f560e24b2ae3b4f6cc46ea2223a41e16f (diff)
DB Layer:
- Make SQL Transactions actual objects used in code. (Thanks to Derex for the idea) * Uncommitted transactions will be automatically rolled back and cleaned up using ACE_Refcounted_Auto_Ptr, so no need to call Rollback() in the code. * Prevents recursive transactions and makes developers aware of transactions going on. * Gets rid of unneccesary overhead iterating over a concurrent map. - Some cleanups in affected code, including better usage of transaction control in AH / mail related code to prevent data loss. *** Experimental, use at own risk, recommended to backup your DBs. *** --HG-- branch : trunk
Diffstat (limited to 'src/server/game/Instances/InstanceSaveMgr.cpp')
-rw-r--r--src/server/game/Instances/InstanceSaveMgr.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp
index 9e3e6eaa07f..54a713bf47e 100644
--- a/src/server/game/Instances/InstanceSaveMgr.cpp
+++ b/src/server/game/Instances/InstanceSaveMgr.cpp
@@ -124,11 +124,11 @@ InstanceSave *InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
{
- CharacterDatabase.BeginTransaction();
- CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid);
- CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
- CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
- CharacterDatabase.CommitTransaction();
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ trans->PAppend("DELETE FROM instance WHERE id = '%u'", instanceid);
+ trans->PAppend("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
+ trans->PAppend("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
+ CharacterDatabase.CommitTransaction(trans);
// respawn times should be deleted only when the map gets unloaded
}
@@ -648,11 +648,11 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b
}
// delete them from the DB, even if not loaded
- CharacterDatabase.BeginTransaction();
- CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
- CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
- CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
- CharacterDatabase.CommitTransaction();
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ trans->PAppend("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
+ trans->PAppend("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
+ trans->PAppend("DELETE FROM instance WHERE map = '%u' and difficulty='%u'", mapid, difficulty);
+ CharacterDatabase.CommitTransaction(trans);
// calculate the next reset time
uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;