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Diffstat (limited to 'src/server/game/Instances/InstanceSaveMgr.cpp')
-rwxr-xr-xsrc/server/game/Instances/InstanceSaveMgr.cpp21
1 files changed, 17 insertions, 4 deletions
diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp
index 7a2368161d8..9d5ffb6542a 100755
--- a/src/server/game/Instances/InstanceSaveMgr.cpp
+++ b/src/server/game/Instances/InstanceSaveMgr.cpp
@@ -138,7 +138,14 @@ void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
{
// save the resettime for normal instances only when they get unloaded
if (time_t resettime = itr->second->GetResetTimeForDB())
- CharacterDatabase.PExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId);
+ {
+ PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_INSTANCE_RESETTIME);
+
+ stmt->setUInt32(0, uint32(resettime));
+ stmt->setUInt32(1, InstanceId);
+
+ CharacterDatabase.Execute(stmt);
+ }
delete itr->second;
m_instanceSaveById.erase(itr);
@@ -573,13 +580,19 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b
if (period < DAY)
period = DAY;
- uint64 next_reset = ((resetTime + MINUTE) / DAY * DAY) + period + diff;
+ uint32 next_reset = ((resetTime + MINUTE) / DAY * DAY) + period + diff;
SetResetTimeFor(mapid, difficulty, next_reset);
ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));
- // update it in the DB
- CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '%u' WHERE mapid = '%d' AND difficulty = '%d'", uint32(next_reset), mapid, difficulty);
+ // Update it in the DB
+ PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GLOBAL_INSTANCE_RESETTIME);
+
+ stmt->setUInt32(0, next_reset);
+ stmt->setUInt16(1, uint16(mapid));
+ stmt->setUInt8(2, uint8(difficulty));
+
+ CharacterDatabase.Execute(stmt);
}
// note: this isn't fast but it's meant to be executed very rarely