diff options
author | Giacomo Pozzoni <giacomopoz@gmail.com> | 2020-04-11 12:07:57 +0000 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-04-11 14:07:57 +0200 |
commit | 4f33fd3932d362466ee017111895bf14fcc79c88 (patch) | |
tree | a446a043eaa8d5b6c84ce0389be85c9e09e85d88 /src/server/game/Maps/Map.cpp | |
parent | eb31ae9b1839ff26246d68584937825bd7ce7932 (diff) |
Core/Pooling: Remove respawn times from the database when despawning a pool (#24422)
* Core/Pooling: Remove respawn times from the database when despawning a pool
Remove respawn times from the database when despawning a pool. This is needed when a Game Event ends but there are still some respawn times saved in the database.
* Remove respawn time of active pool objects even if they are not spawned
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 710fe526874..105898a6d1d 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -3136,15 +3136,20 @@ void Map::DeleteRespawnInfo(RespawnInfo* info, CharacterDatabaseTransaction dbTr _respawnTimes.erase(info->handle); // database + DeleteRespawnInfoFromDB(info->type, info->spawnId, dbTrans); + + // then cleanup the object + delete info; +} + +void Map::DeleteRespawnInfoFromDB(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans) +{ CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_RESPAWN); - stmt->setUInt16(0, info->type); - stmt->setUInt32(1, info->spawnId); + stmt->setUInt16(0, type); + stmt->setUInt32(1, spawnId); stmt->setUInt16(2, GetId()); stmt->setUInt32(3, GetInstanceId()); CharacterDatabase.ExecuteOrAppend(dbTrans, stmt); - - // then cleanup the object - delete info; } void Map::DoRespawn(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 gridId) |