mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-23 05:36:23 +00:00
feat(Core/Database): port TrinityCore database API (#5611)
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@@ -101,7 +101,7 @@ uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32
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}
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//does not clear ram
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void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification, bool updateAchievementCriteria, bool sendMail)
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void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool updateAchievementCriteria, bool sendMail)
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{
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Item* pItem = GetAItem(auction->item_guid);
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if (!pItem)
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@@ -120,7 +120,7 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction&
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sScriptMgr->OnBeforeAuctionHouseMgrSendAuctionWonMail(this, auction, bidder, bidder_accId, sendNotification, updateAchievementCriteria, sendMail);
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// set owner to bidder (to prevent delete item with sender char deleting)
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// owner in `data` will set at mail receive and item extracting
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
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stmt->setUInt32(0, auction->bidder.GetCounter());
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stmt->setUInt32(1, pItem->GetGUID().GetCounter());
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trans->Append(stmt);
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@@ -143,7 +143,7 @@ void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, SQLTransaction&
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sAuctionMgr->RemoveAItem(auction->item_guid, true, &trans);
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}
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void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail)
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void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail)
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{
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Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
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uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner.GetCounter());
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@@ -158,7 +158,7 @@ void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, SQLTrans
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}
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//call this method to send mail to auction owner, when auction is successful, it does not clear ram
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void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification, bool updateAchievementCriteria, bool sendMail)
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void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool updateAchievementCriteria, bool sendMail)
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{
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Player* owner = ObjectAccessor::FindConnectedPlayer(auction->owner);
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uint32 owner_accId = sObjectMgr->GetPlayerAccountIdByGUID(auction->owner.GetCounter());
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@@ -203,7 +203,7 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry* auction, SQLTransa
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}
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//does not clear ram
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void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, SQLTransaction& trans, bool sendNotification, bool sendMail)
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void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendNotification, bool sendMail)
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{
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//return an item in auction to its owner by mail
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Item* pItem = GetAItem(auction->item_guid);
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@@ -231,7 +231,7 @@ void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, SQLTransacti
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}
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//this function sends mail to old bidder
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void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, SQLTransaction& trans, bool sendNotification, bool sendMail)
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void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 newPrice, Player* newBidder, CharacterDatabaseTransaction trans, bool sendNotification, bool sendMail)
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{
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Player* oldBidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
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@@ -255,7 +255,7 @@ void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint32 new
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}
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//this function sends mail, when auction is cancelled to old bidder
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void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, SQLTransaction& trans, bool sendMail)
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void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction trans, bool sendMail)
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{
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Player* bidder = ObjectAccessor::FindConnectedPlayer(auction->bidder);
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@@ -288,7 +288,7 @@ void AuctionHouseMgr::LoadAuctionItems()
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}
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// data needs to be at first place for Item::LoadFromDB
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_ITEMS);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_ITEMS);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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if (!result)
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@@ -333,7 +333,7 @@ void AuctionHouseMgr::LoadAuctions()
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{
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uint32 oldMSTime = getMSTime();
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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if (!result)
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@@ -345,7 +345,7 @@ void AuctionHouseMgr::LoadAuctions()
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uint32 count = 0;
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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do
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{
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Field* fields = result->Fetch();
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@@ -375,7 +375,7 @@ void AuctionHouseMgr::AddAItem(Item* it)
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mAitems[it->GetGUID()] = it;
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}
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bool AuctionHouseMgr::RemoveAItem(ObjectGuid itemGuid, bool deleteFromDB, SQLTransaction* trans /*= nullptr*/)
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bool AuctionHouseMgr::RemoveAItem(ObjectGuid itemGuid, bool deleteFromDB, CharacterDatabaseTransaction* trans /*= nullptr*/)
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{
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ItemMap::iterator i = mAitems.find(itemGuid);
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if (i == mAitems.end())
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@@ -458,7 +458,7 @@ void AuctionHouseObject::Update()
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if (AuctionsMap.empty())
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return;
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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for (AuctionEntryMap::iterator itr, iter = AuctionsMap.begin(); iter != AuctionsMap.end(); )
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{
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@@ -715,16 +715,16 @@ uint32 AuctionEntry::GetAuctionOutBid() const
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return outbid ? outbid : 1;
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}
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void AuctionEntry::DeleteFromDB(SQLTransaction& trans) const
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void AuctionEntry::DeleteFromDB(CharacterDatabaseTransaction trans) const
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION);
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stmt->setUInt32(0, Id);
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trans->Append(stmt);
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}
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void AuctionEntry::SaveToDB(SQLTransaction& trans) const
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void AuctionEntry::SaveToDB(CharacterDatabaseTransaction trans) const
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION);
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION);
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stmt->setUInt32(0, Id);
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stmt->setUInt8(1, houseId);
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stmt->setUInt32(2, item_guid.GetCounter());
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