mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-23 13:46:24 +00:00
feat(Core/DBLayer): replace char const* to std::string_view (#10211)
* feat(Core/DBLayer): replace `char const*` to `std::string_view` * CString * 1 * chore(Core/Misc): code cleanup * cl * db fix * fmt style sql * to fmt * py * del old * 1 * 2 * 3 * 1 * 1
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@@ -605,9 +605,9 @@ void WorldSession::HandleStablePet(WorldPacket& recvData)
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}
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
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stmt->setUInt8(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + freeSlot));
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stmt->setUInt32(1, _player->GetGUID().GetCounter());
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stmt->setUInt32(2, petStable->UnslottedPets[0].PetNumber);
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stmt->SetData(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + freeSlot));
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stmt->SetData(1, _player->GetGUID().GetCounter());
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stmt->SetData(2, petStable->UnslottedPets[0].PetNumber);
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CharacterDatabase.Execute(stmt);
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// stable unsummoned pet
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@@ -691,9 +691,9 @@ void WorldSession::HandleUnstablePet(WorldPacket& recvData)
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}
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
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stmt->setUInt8(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + std::distance(petStable->StabledPets.begin(), stabledPet)));
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stmt->setUInt32(1, _player->GetGUID().GetCounter());
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stmt->setUInt32(2, petStable->UnslottedPets[0].PetNumber);
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stmt->SetData(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + std::distance(petStable->StabledPets.begin(), stabledPet)));
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stmt->SetData(1, _player->GetGUID().GetCounter());
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stmt->SetData(2, petStable->UnslottedPets[0].PetNumber);
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CharacterDatabase.Execute(stmt);
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// move unsummoned pet into CurrentPet slot so that it gets moved into stable slot later
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@@ -716,9 +716,9 @@ void WorldSession::HandleUnstablePet(WorldPacket& recvData)
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// update current pet slot in db immediately to maintain slot consistency, dismissed pet was already saved
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
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stmt->setUInt8(0, PET_SAVE_NOT_IN_SLOT);
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stmt->setUInt32(1, _player->GetGUID().GetCounter());
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stmt->setUInt32(2, petnumber);
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stmt->SetData(0, PET_SAVE_NOT_IN_SLOT);
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stmt->SetData(1, _player->GetGUID().GetCounter());
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stmt->SetData(2, petnumber);
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CharacterDatabase.Execute(stmt);
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SendStableResult(STABLE_ERR_STABLE);
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@@ -727,9 +727,9 @@ void WorldSession::HandleUnstablePet(WorldPacket& recvData)
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{
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// update current pet slot in db immediately to maintain slot consistency, dismissed pet was already saved
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
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stmt->setUInt8(0, PET_SAVE_AS_CURRENT);
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stmt->setUInt32(1, _player->GetGUID().GetCounter());
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stmt->setUInt32(2, petnumber);
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stmt->SetData(0, PET_SAVE_AS_CURRENT);
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stmt->SetData(1, _player->GetGUID().GetCounter());
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stmt->SetData(2, petnumber);
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CharacterDatabase.Execute(stmt);
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SendStableResult(STABLE_SUCCESS_UNSTABLE);
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@@ -843,9 +843,9 @@ void WorldSession::HandleStableSwapPet(WorldPacket& recvData)
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}
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
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stmt->setUInt8(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + std::distance(petStable->StabledPets.begin(), stabledPet)));
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stmt->setUInt32(1, _player->GetGUID().GetCounter());
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stmt->setUInt32(2, petStable->UnslottedPets[0].PetNumber);
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stmt->SetData(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + std::distance(petStable->StabledPets.begin(), stabledPet)));
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stmt->SetData(1, _player->GetGUID().GetCounter());
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stmt->SetData(2, petStable->UnslottedPets[0].PetNumber);
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CharacterDatabase.Execute(stmt);
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// move unsummoned pet into CurrentPet slot so that it gets moved into stable slot later
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@@ -870,18 +870,18 @@ void WorldSession::HandleStableSwapPet(WorldPacket& recvData)
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// update current pet slot in db immediately to maintain slot consistency, dismissed pet was already saved
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
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stmt->setUInt8(0, PET_SAVE_NOT_IN_SLOT);
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stmt->setUInt32(1, _player->GetGUID().GetCounter());
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stmt->setUInt32(2, petId);
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stmt->SetData(0, PET_SAVE_NOT_IN_SLOT);
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stmt->SetData(1, _player->GetGUID().GetCounter());
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stmt->SetData(2, petId);
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CharacterDatabase.Execute(stmt);
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}
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else
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{
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// update current pet slot in db immediately to maintain slot consistency, dismissed pet was already saved
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
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stmt->setUInt8(0, PET_SAVE_AS_CURRENT);
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stmt->setUInt32(1, _player->GetGUID().GetCounter());
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stmt->setUInt32(2, petId);
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stmt->SetData(0, PET_SAVE_AS_CURRENT);
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stmt->SetData(1, _player->GetGUID().GetCounter());
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stmt->SetData(2, petId);
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CharacterDatabase.Execute(stmt);
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SendStableResult(STABLE_SUCCESS_UNSTABLE);
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