diff options
author | Machiavelli <none@none> | 2010-08-21 03:19:25 +0200 |
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committer | Machiavelli <none@none> | 2010-08-21 03:19:25 +0200 |
commit | 994186f2672547761392c71ed15ded2a83e8c20d (patch) | |
tree | 53eec0c7571642b9490d2a664671cb216a730993 /src/server/game/Instances/InstanceSaveMgr.cpp | |
parent | a7498d2f560e24b2ae3b4f6cc46ea2223a41e16f (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.cpp | 20 |
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; |