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refactor(Core/GameObject): Move the GameObject state save handling to… (#18080)
* refactor(Core/GameObject): Move the GameObject state save handling to instance level * Update GameObject.h * remove leftover * small improvements
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@@ -604,9 +604,9 @@ void CharacterDatabaseConnection::DoPrepareStatements()
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PrepareStatement(CHAR_DEL_CHAR_SETTINGS, "DELETE FROM character_settings WHERE guid = ?", CONNECTION_ASYNC);
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// Instance saved data. Stores the states of gameobjects in instances to be loaded on server start
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PrepareStatement(CHAR_SELECT_INSTANCE_SAVED_DATA, "SELECT id, guid, state FROM instance_saved_go_state_data", CONNECTION_SYNCH);
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PrepareStatement(CHAR_UPDATE_INSTANCE_SAVED_DATA, "UPDATE instance_saved_go_state_data SET state = ? WHERE guid = ? AND id = ?", CONNECTION_ASYNC);
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PrepareStatement(CHAR_INSERT_INSTANCE_SAVED_DATA, "INSERT INTO instance_saved_go_state_data (id, guid, state) VALUES (?, ?, ?)", CONNECTION_ASYNC);
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PrepareStatement(CHAR_SELECT_INSTANCE_SAVED_DATA, "SELECT guid, state FROM instance_saved_go_state_data WHERE id = ?", CONNECTION_SYNCH);
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PrepareStatement(CHAR_INSERT_INSTANCE_SAVED_DATA, "INSERT INTO instance_saved_go_state_data (id, guid, state) VALUES (?, ?, ?)"
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"ON DUPLICATE KEY UPDATE state = VALUES(state)", CONNECTION_ASYNC);
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PrepareStatement(CHAR_DELETE_INSTANCE_SAVED_DATA, "DELETE FROM instance_saved_go_state_data WHERE id = ?", CONNECTION_ASYNC);
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PrepareStatement(CHAR_SANITIZE_INSTANCE_SAVED_DATA, "DELETE FROM instance_saved_go_state_data WHERE id NOT IN (SELECT instance.id FROM instance)", CONNECTION_ASYNC);
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}
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