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
This commit is contained in:
Kargatum
2022-02-05 06:37:11 +07:00
committed by GitHub
parent d6ead1d1e0
commit de13bf426e
140 changed files with 5055 additions and 4882 deletions

View File

@@ -605,9 +605,9 @@ void WorldSession::HandleStablePet(WorldPacket& recvData)
}
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
stmt->setUInt8(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + freeSlot));
stmt->setUInt32(1, _player->GetGUID().GetCounter());
stmt->setUInt32(2, petStable->UnslottedPets[0].PetNumber);
stmt->SetData(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + freeSlot));
stmt->SetData(1, _player->GetGUID().GetCounter());
stmt->SetData(2, petStable->UnslottedPets[0].PetNumber);
CharacterDatabase.Execute(stmt);
// stable unsummoned pet
@@ -691,9 +691,9 @@ void WorldSession::HandleUnstablePet(WorldPacket& recvData)
}
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
stmt->setUInt8(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + std::distance(petStable->StabledPets.begin(), stabledPet)));
stmt->setUInt32(1, _player->GetGUID().GetCounter());
stmt->setUInt32(2, petStable->UnslottedPets[0].PetNumber);
stmt->SetData(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + std::distance(petStable->StabledPets.begin(), stabledPet)));
stmt->SetData(1, _player->GetGUID().GetCounter());
stmt->SetData(2, petStable->UnslottedPets[0].PetNumber);
CharacterDatabase.Execute(stmt);
// move unsummoned pet into CurrentPet slot so that it gets moved into stable slot later
@@ -716,9 +716,9 @@ void WorldSession::HandleUnstablePet(WorldPacket& recvData)
// update current pet slot in db immediately to maintain slot consistency, dismissed pet was already saved
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
stmt->setUInt8(0, PET_SAVE_NOT_IN_SLOT);
stmt->setUInt32(1, _player->GetGUID().GetCounter());
stmt->setUInt32(2, petnumber);
stmt->SetData(0, PET_SAVE_NOT_IN_SLOT);
stmt->SetData(1, _player->GetGUID().GetCounter());
stmt->SetData(2, petnumber);
CharacterDatabase.Execute(stmt);
SendStableResult(STABLE_ERR_STABLE);
@@ -727,9 +727,9 @@ void WorldSession::HandleUnstablePet(WorldPacket& recvData)
{
// update current pet slot in db immediately to maintain slot consistency, dismissed pet was already saved
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
stmt->setUInt8(0, PET_SAVE_AS_CURRENT);
stmt->setUInt32(1, _player->GetGUID().GetCounter());
stmt->setUInt32(2, petnumber);
stmt->SetData(0, PET_SAVE_AS_CURRENT);
stmt->SetData(1, _player->GetGUID().GetCounter());
stmt->SetData(2, petnumber);
CharacterDatabase.Execute(stmt);
SendStableResult(STABLE_SUCCESS_UNSTABLE);
@@ -843,9 +843,9 @@ void WorldSession::HandleStableSwapPet(WorldPacket& recvData)
}
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
stmt->setUInt8(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + std::distance(petStable->StabledPets.begin(), stabledPet)));
stmt->setUInt32(1, _player->GetGUID().GetCounter());
stmt->setUInt32(2, petStable->UnslottedPets[0].PetNumber);
stmt->SetData(0, PetSaveMode(PET_SAVE_FIRST_STABLE_SLOT + std::distance(petStable->StabledPets.begin(), stabledPet)));
stmt->SetData(1, _player->GetGUID().GetCounter());
stmt->SetData(2, petStable->UnslottedPets[0].PetNumber);
CharacterDatabase.Execute(stmt);
// move unsummoned pet into CurrentPet slot so that it gets moved into stable slot later
@@ -870,18 +870,18 @@ void WorldSession::HandleStableSwapPet(WorldPacket& recvData)
// update current pet slot in db immediately to maintain slot consistency, dismissed pet was already saved
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
stmt->setUInt8(0, PET_SAVE_NOT_IN_SLOT);
stmt->setUInt32(1, _player->GetGUID().GetCounter());
stmt->setUInt32(2, petId);
stmt->SetData(0, PET_SAVE_NOT_IN_SLOT);
stmt->SetData(1, _player->GetGUID().GetCounter());
stmt->SetData(2, petId);
CharacterDatabase.Execute(stmt);
}
else
{
// update current pet slot in db immediately to maintain slot consistency, dismissed pet was already saved
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID);
stmt->setUInt8(0, PET_SAVE_AS_CURRENT);
stmt->setUInt32(1, _player->GetGUID().GetCounter());
stmt->setUInt32(2, petId);
stmt->SetData(0, PET_SAVE_AS_CURRENT);
stmt->SetData(1, _player->GetGUID().GetCounter());
stmt->SetData(2, petId);
CharacterDatabase.Execute(stmt);
SendStableResult(STABLE_SUCCESS_UNSTABLE);