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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-14 01:29:07 +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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@@ -522,7 +522,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
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// Set initial reputations (so everything is nifty before DB data load)
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Initialize();
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//QueryResult* result = CharacterDatabase.PQuery("SELECT faction, standing, flags FROM character_reputation WHERE guid = '%u'", GetGUID().GetCounter());
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//QueryResult* result = CharacterDatabase.Query("SELECT faction, standing, flags FROM character_reputation WHERE guid = '{}'", GetGUID().GetCounter());
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if (result)
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{
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@@ -530,13 +530,13 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
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{
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Field* fields = result->Fetch();
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt16());
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FactionEntry const* factionEntry = sFactionStore.LookupEntry(fields[0].Get<uint16>());
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if (factionEntry && (factionEntry->reputationListID >= 0))
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{
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FactionState* faction = &_factions[factionEntry->reputationListID];
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// update standing to current
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faction->Standing = fields[1].GetInt32();
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faction->Standing = fields[1].Get<int32>();
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// update counters
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int32 BaseRep = GetBaseReputation(factionEntry);
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@@ -544,7 +544,7 @@ void ReputationMgr::LoadFromDB(PreparedQueryResult result)
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ReputationRank new_rank = ReputationToRank(BaseRep + faction->Standing);
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UpdateRankCounters(old_rank, new_rank);
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uint32 dbFactionFlags = fields[2].GetUInt16();
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uint32 dbFactionFlags = fields[2].Get<uint16>();
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if (dbFactionFlags & FACTION_FLAG_VISIBLE)
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SetVisible(faction); // have internal checks for forced invisibility
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@@ -586,15 +586,15 @@ void ReputationMgr::SaveToDB(CharacterDatabaseTransaction trans)
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if (itr->second.needSave)
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{
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION_BY_FACTION);
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stmt->setUInt32(0, _player->GetGUID().GetCounter());
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stmt->setUInt16(1, uint16(itr->second.ID));
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stmt->SetData(0, _player->GetGUID().GetCounter());
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stmt->SetData(1, uint16(itr->second.ID));
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trans->Append(stmt);
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_REPUTATION_BY_FACTION);
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stmt->setUInt32(0, _player->GetGUID().GetCounter());
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stmt->setUInt16(1, uint16(itr->second.ID));
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stmt->setInt32(2, itr->second.Standing);
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stmt->setUInt16(3, uint16(itr->second.Flags));
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stmt->SetData(0, _player->GetGUID().GetCounter());
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stmt->SetData(1, uint16(itr->second.ID));
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stmt->SetData(2, itr->second.Standing);
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stmt->SetData(3, uint16(itr->second.Flags));
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trans->Append(stmt);
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itr->second.needSave = false;
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