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authorMachiavelli <none@none>2010-08-18 02:25:52 +0200
committerMachiavelli <none@none>2010-08-18 02:25:52 +0200
commit87218eadcdeac5ba86a035edfd079958405cb24f (patch)
treeb72020ed0d390953b70d2026bf4c0b16c8271d11 /src/server/game/Tools/PlayerDump.cpp
parent1ab2bd6d58adf35090ca3a9ef82eee00a14ff507 (diff)
* HIGHLY EXPERIMENTAL - USE AT OWN RISK *
Database Layer: - Implement connection pooling: Instead of 1 delay thread per database, you can configure between 1 and 32 worker threads that have a seperate thread in the core and have a seperate connection to the MySQL server (based on raczman/Albator´s database layer for Trinitycore3) - Implement a configurable thread bundle for synchroneous requests from seperate core threads (see worldserver.conf.dist for more info) - Every mapupdate thread now has its seperate MySQL connection to the world and characters database - Drop inconsistent PExecuteLog function - query logging will be implemented CONSISTENTLY later - Drop current prepared statement interface - this will be done *properly* later - You´ll need to update your worldserver.conf and authserver.conf - You´re recommended to make a backup of your databases before using this. * HIGHLY EXPERIMENTAL - USE AT OWN RISK * * HIGHLY EXPERIMENTAL - USE AT OWN RISK * etc. --HG-- branch : trunk
Diffstat (limited to 'src/server/game/Tools/PlayerDump.cpp')
-rw-r--r--src/server/game/Tools/PlayerDump.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/server/game/Tools/PlayerDump.cpp b/src/server/game/Tools/PlayerDump.cpp
index 402a274f3cf..4fed5faa7dd 100644
--- a/src/server/game/Tools/PlayerDump.cpp
+++ b/src/server/game/Tools/PlayerDump.cpp
@@ -629,8 +629,7 @@ DumpReturn PlayerDumpReader::LoadDump(const std::string& file, uint32 account, s
fixNULLfields(line);
- if (!CharacterDatabase.Execute(line.c_str()))
- ROLLBACK(DUMP_FILE_BROKEN);
+ CharacterDatabase.Execute(line.c_str());
}
CharacterDatabase.CommitTransaction();