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Note: Intel C++ Compiler for Windows is not supported in this change
Closes issue 4361
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- Mainly affects item loading performance
- Reduces guild loading time a lot
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* OOP desing and implementation;
* all the queries are moved to prepared statements;
* guild loading is optimized;
* all the possible interaction with guild's data is done inside the guild class;
* added more hooks to GuildScript class;
WARNING: Make sure you backup your characters database before applying this change (just in case).
Known problems with guilds:
* when new member is added to the guild, MOTD is not displayed for him in guild tab of social window;
* if you add item with random property to guild bank visual representation of item below it becomes wrong (it displays wrong stack number);
* packets order differs from official: currently guild bank packet traffic is twice as more than on offy.
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form or way (outrunning/riding/mounting/flying)
Also clean up the logic a bit - pet stats initialization initializes hp/mana/powers on pets, while they should only be initialized/changed on pet call/creation.
Fixes issues 4284
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const struct. This fixes the compile error.
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- utilize CMake for completely generating revision.h (kills off genrev and revision.h targets):
- pull and set correct revision-ID/hash from Mercurial (hg) when using regular repository sourcetree
- pull and set correct revision-ID/hash from archived releases (when pulled from googlecode)
- set and use _BUILD_DIRECTIVE definition (earlier part of revision.h) as compiletime definition
- delete genrev and related buildsystems
(now deprecated)
- Move some files around to adhere to buildsystem structure
Thanks to Shauren for figuring out the definition-behaviour for MSVC while he was in the shower
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rename : cmake_uninstall.cmake.in => cmake/platform/unix/cmake_uninstall.in.cmake
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and use relevant data in logging messages in its methods
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culprits.
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data in sql driver messages
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multiple active bans for one character/account
Core/DBLayer: Converted most of ban related queries into prepared statement (might have missed some)
Closes issue #4218.
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Thanks to Spp for pointing out.
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- Replace many magic numbers with constants
- Use enum for vehicle flags/seat flags
- Correct structure for ItemRandomSuffixEntry
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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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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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social (friend/ignore) lists.
Fixes issue #3870
Fixes issue #3610
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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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- 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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Core/DBLayer: Converted more more player-related queries into prepared statements
Core/Items: Fixed loading of enchantments
Closes issue #4130.
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error to give the end-user an idea of what exactly went wrong (missing SQL updates are the culprit of creation failure 99% of the time)
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Core/DBLayer: Added missing implementation for SQLQueryHolder::SetPreparedQuery
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connections before working on the rest) - Fixes nonPCH-builds.
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Core/Commands: Renamed .ban character to .ban playeraccount (.ban character will ban only the player, not account)
This revision reaches 10000, congratulations and thanks to everyone who contributed!
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- Allow storing floats in prepared statements explicitly (previously would be casted to double)
- Add GetBool ¨wrapper/hack¨ to PreparedResultset class.
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file and remove SQLOperation.cpp from revision control
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- Declare the datatypes used to determine transaction element data (prepared statement/adhoc query string) on a generic level in SQLOperation.h
- Implement variable SQL element data for SQLQueryHolder class so it can execute both prepared statements and adhoc queries
- Make MySQLConnection::Query for adhoc queries return pointer to type instead of an autopointer, the autopointer is now applied on higher level code just like the function for querying prepared statements
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might have caused statement creation failure on certain platforms
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has failed (99% it will be because of a bad query) - to prevent crashes at a later stage
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Core/ObjectMgr: Some additional cleanup.
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Patch by thyros82@gmx.de.
Fixes issue #3774
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Fixes issue 4071.
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