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the Vazruden fight. (Fix by Leak)
Closes issue 4186.
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a Use: spell. Fixes a possible exploit (original fix by Leak)
(Cleaned up to adhere to codingstandards)
Closes issue 4185.
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- fixes issues where guildbanks looked empty but weren't
- kudos to Linencloth for the discussion and thorough breakdown of this issue
Closes issue 4199.
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Since this is an old issue and probably there are various entries with huge values as itemcounts already, a cleanup must be done before changing structure of character_queststatus which was done in r9be097c482, thus I'll include the SQL cleanup in that revision's .sql file or MySQL will thrown an error regarding out of bounds values
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- DB Threading model update
* Get rid of ThreadBundleMask and bundled connection
* Implement configurable amount of Synch threads for databasepools
* Use modulus based algorithm to check for free synchronous connections instead of previous ¨get connection by thread key or bundlemask¨ feature
* Locks on mysql context objects are now managed outside the mysql query methods
Fixes issue #4058
Fixes issue #4059
Introduces a ton of more issues. Use at own risk. You were warned. Really.
Don´t forget to update your worldserver.conf
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Closes issue #4120.
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Core/CreatureTextMgr: added reload command
handle text from DB
handle grouped texts
handle repeatable/single texts based on probability
todo: sound/emote, code cleanup
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Fixes issue 4194
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Fixes issue 4193
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spells
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- Do not allow to join battleground if using lfg/lfr
Closes issue 4189
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Core/CreatureTextMgr: added basic chat function, you can now experiment with it if bored
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- drop dead code
- use std::string and std::cout instead of char*/printf() -methods
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rename : sql/updates/10023.world_command.sql => sql/updates/10023_world_command.sql
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output) - thanks to imbecile
Closes issue #4116
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game, shared, worldserver and authserver
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Core/DBLayer/Texts: added CreatureTextMgr files
BuildSystem: added cmake for above files
Note: these are still under development and NOT USABLE
should not effect anything now
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level. Author svetilo12
Fixes issue #3793
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groups
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social (friend/ignore) lists.
Fixes issue #3870
Fixes issue #3610
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number of online friends in the icon on the chat pane.
Fixes issue #3807.
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will be regenerated on each run)
Fixes issue 4054
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Closes issue #4078.
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instead of redefining it in different functions
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Updates issue #4162.
Updates issue #4165.
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extra : rebase_source : eb30f245cb3a24ade6823d2fbb025cc9998870df
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Fixes issue #4176
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repopulating it.
Fixes many issues (from wrong subnames on NPCs to absent GO/Creature spawns)
Thanks to Rat for helping find the issue
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Closes issue 4163
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- Rewrite KeepAlive method for DatabaseWorkerPool. Use mysql_ping instead of explicit select queries, and also schedule KeepAlives for asynchronous threads.
NOTE: While the function is implemented and previous keepalive calls were transformed, it´s possible the keepalive call will need to be placed in several other locations in the code. Please leave feedback on whether or not this fixes your timeout issues.
Update issue #4062
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- Fix another pesky linux specific compile error. (Thanks to Derex/Aokromes)
- Fix a typo in an assertion. (Thanks to Derex/Aokromes)
- Add proper zero termination in SetStructuredValue to get rid of memory issues that arose in the last few commits.
- Fix a crash caused by vsprintf´ing std::string in SystemMgr::LoadVersion()
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DatabaseWorkerPool<T>::GetConnection
Updates issue #4062
Updates issue #4058
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- Fix memory leak introduced in previous rev
- Fix linux compile, thanks to Playon for reporting
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- Rewrite Field class to be able to store both binary prepared statement data and data from adhoc query resultsets
- Buffer the data of prepared statements using ResultSet and Field classes and let go of mysql c api structures after PreparedResultSet constructor. Fixes a race condition and thus a possible crash/data corruption (issue pointed out to Derex, basic suggestion by raczman)
- Conform PreparedResultSet and ResultSet to the same design standards, and using Field class as data buffer class for both
* NOTE: This means the fetching methods are uniform again, using ¨Field* fields = result->Fetch();¨ and access to elements trough fields[x].
* NOTE: for access to the correct row in prepared statements, ¨Field* fields = result->Fetch();¨ must ALWAYS be called inside the do { }while(result->NextRow()) loop.
* NOTE: This means that Field::GetString() returns std::string object and Field::GetCString() returns const char* pointer.
Still experimental and all that jazz, not recommended for production servers until feedback is given.
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without huge rewrites
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renamed targetOverride to invoker
removed targetOverride code (had no use)
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