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Fix void Database::GetCharName(uint32 char_id, char* name)
Increased MAX_PP_SPELLBOOK to 720 for UF/RoF Increased MAX_PP_MEMSPELL to 12 Implemented up to 12 spell slots Fix for public_note default value in bool BaseGuildManager::DBSetGuild(uint32 charid, uint32 guild_id, uint8 rank) Updated all CastSpell entries to use the appropriate slot type defines located now in zone/common.h Fixed Guild Loading from character_data Fixed #guild list Refactored Merchantlist loading Refactored Temp Merchantlist loading Gutted most of dbasync Added: LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp); LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp); LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp); LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp); SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot); SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); Removed Zone::LoadTempMerchantData_result(MYSQL_RES* result) Removed Zone::LoadMerchantData_result(MYSQL_RES* result) Removed SharedDatabase::GetPlayerProfile Removed SharedDatabase::SetPlayerProfile Removed SharedDatabase::SetPlayerProfile_MQ Removed Zone::DBAWComplete(uint8 workpt_b1, DBAsyncWork* dbaw) from zone.cpp
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+26
-26
@@ -545,7 +545,7 @@ bool Client::Save(uint8 iCommitNow) {
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database.SaveCharacterCurrency(this->CharacterID(), &m_pp);
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/* Save Character AA */
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SaveAA();
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// SaveAA();
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/* Save Character Buffs */
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database.SaveBuffs(this);
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@@ -591,31 +591,31 @@ bool Client::Save(uint8 iCommitNow) {
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/* Save Character Data */
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database.SaveCharacterData(this->CharacterID(), this->AccountID(), &m_pp);
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if (iCommitNow <= 1) {
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char* query = 0;
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uint32_breakdown workpt;
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workpt.b4() = DBA_b4_Entity;
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workpt.w2_3() = GetID();
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workpt.b1() = DBA_b1_Entity_Client_Save;
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DBAsyncWork* dbaw = new DBAsyncWork(&database, &MTdbafq, workpt, DBAsync::Write, 0xFFFFFFFF);
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dbaw->AddQuery(iCommitNow == 0 ? true : false, &query, database.SetPlayerProfile_MQ(&query, account_id, character_id, &m_pp, &m_inv, &m_epp, 0, 0, MaxXTargets), false);
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if (iCommitNow == 0){
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pQueuedSaveWorkID = dbasync->AddWork(&dbaw, 2500);
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}
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else {
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dbasync->AddWork(&dbaw, 0);
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SaveBackup();
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}
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safe_delete_array(query);
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return true;
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}
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else if (database.SetPlayerProfile(account_id, character_id, &m_pp, &m_inv, &m_epp, 0, 0, MaxXTargets)) {
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SaveBackup();
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}
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else {
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std::cerr << "Failed to update player profile" << std::endl;
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return false;
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}
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// if (iCommitNow <= 1) {
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// char* query = 0;
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// uint32_breakdown workpt;
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// workpt.b4() = DBA_b4_Entity;
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// workpt.w2_3() = GetID();
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// workpt.b1() = DBA_b1_Entity_Client_Save;
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// DBAsyncWork* dbaw = new DBAsyncWork(&database, &MTdbafq, workpt, DBAsync::Write, 0xFFFFFFFF);
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// dbaw->AddQuery(iCommitNow == 0 ? true : false, &query, database.SetPlayerProfile_MQ(&query, account_id, character_id, &m_pp, &m_inv, &m_epp, 0, 0, MaxXTargets), false);
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// if (iCommitNow == 0){
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// pQueuedSaveWorkID = dbasync->AddWork(&dbaw, 2500);
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// }
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// else {
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// dbasync->AddWork(&dbaw, 0);
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// SaveBackup();
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// }
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// safe_delete_array(query);
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// return true;
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// }
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// else if (database.SetPlayerProfile(account_id, character_id, &m_pp, &m_inv, &m_epp, 0, 0, MaxXTargets)) {
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// SaveBackup();
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// }
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// else {
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// std::cerr << "Failed to update player profile" << std::endl;
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// return false;
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// }
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/* Mirror Character Data */
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database.StoreCharacterLookup(this->CharacterID());
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