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https://github.com/mangosfour/server.git
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[8408] Optimized guild_member loading during startup. Changed rank ids in guild_rank table.
First start of mangos will take more time then usually, because of guild_rank change. If you want to speed first start up, execute command: UPDATE guild_rank SET rid = rid - 1; Signed-off-by: Triply <triply@getmangos.com>
This commit is contained in:
parent
5ceb0919e7
commit
512cb786ee
7 changed files with 209 additions and 156 deletions
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@ -91,22 +91,29 @@ bool Guild::Create(Player* leader, std::string gname)
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CharacterDatabase.BeginTransaction();
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// CharacterDatabase.PExecute("DELETE FROM guild WHERE guildid='%u'", Id); - MAX(guildid)+1 not exist
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CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE guildid='%u'", m_Id);
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CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guildid='%u'", m_Id);
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CharacterDatabase.PExecute("INSERT INTO guild (guildid,name,leaderguid,info,motd,createdate,EmblemStyle,EmblemColor,BorderStyle,BorderColor,BackgroundColor,BankMoney) "
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"VALUES('%u','%s','%u', '%s', '%s', NOW(),'%u','%u','%u','%u','%u','" UI64FMTD "')",
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m_Id, gname.c_str(), GUID_LOPART(m_LeaderGuid), dbGINFO.c_str(), dbMOTD.c_str(), m_EmblemStyle, m_EmblemColor, m_BorderStyle, m_BorderColor, m_BackgroundColor, m_GuildBankMoney);
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CharacterDatabase.CommitTransaction();
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CreateRank(lSession->GetMangosString(LANG_GUILD_MASTER), GR_RIGHT_ALL);
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CreateRank(lSession->GetMangosString(LANG_GUILD_OFFICER), GR_RIGHT_ALL);
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CreateRank(lSession->GetMangosString(LANG_GUILD_VETERAN), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
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CreateRank(lSession->GetMangosString(LANG_GUILD_MEMBER), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
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CreateRank(lSession->GetMangosString(LANG_GUILD_INITIATE),GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
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CreateDefaultGuildRanks(lSession->GetSessionDbLocaleIndex());
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return AddMember(m_LeaderGuid, (uint32)GR_GUILDMASTER);
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}
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void Guild::CreateDefaultGuildRanks(int locale_idx)
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{
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CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE guildid='%u'", m_Id);
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CharacterDatabase.PExecute("DELETE FROM guild_bank_right WHERE guildid = '%u'", m_Id);
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CreateRank(objmgr.GetMangosString(LANG_GUILD_MASTER, locale_idx), GR_RIGHT_ALL);
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CreateRank(objmgr.GetMangosString(LANG_GUILD_OFFICER, locale_idx), GR_RIGHT_ALL);
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CreateRank(objmgr.GetMangosString(LANG_GUILD_VETERAN, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
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CreateRank(objmgr.GetMangosString(LANG_GUILD_MEMBER, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
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CreateRank(objmgr.GetMangosString(LANG_GUILD_INITIATE, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK);
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}
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bool Guild::AddMember(uint64 plGuid, uint32 plRank)
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{
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Player* pl = objmgr.GetPlayer(plGuid);
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@ -128,8 +135,33 @@ bool Guild::AddMember(uint64 plGuid, uint32 plRank)
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// fill player data
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MemberSlot newmember;
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if(!FillPlayerData(plGuid, &newmember)) // problems with player data collection
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return false;
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if(pl)
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{
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newmember.name = pl->GetName();
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newmember.zoneId = pl->GetZoneId();
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newmember.level = pl->getLevel();
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newmember.Class = pl->getClass();
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}
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else
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{
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QueryResult *result = CharacterDatabase.PQuery("SELECT name,zone,level,class FROM characters WHERE guid = '%u'", GUID_LOPART(plGuid));
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if(!result)
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return false; // player doesn't exist
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Field *fields = result->Fetch();
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newmember.name = fields[0].GetCppString();
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newmember.zoneId = fields[1].GetUInt32();
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newmember.level = fields[2].GetUInt32();
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newmember.Class = fields[3].GetUInt32();
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delete result;
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if(newmember.level < 1 || newmember.level > STRONG_MAX_LEVEL
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|| !newmember.zoneId
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|| newmember.Class < CLASS_WARRIOR || newmember.Class >= MAX_CLASSES)
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{
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sLog.outError("Player (GUID: %u) has a broken data in field `characters` table, cannot add him to guild.",GUID_LOPART(plGuid));
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return false;
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}
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}
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newmember.RankId = plRank;
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newmember.OFFnote = (std::string)"";
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@ -178,21 +210,24 @@ void Guild::SetGINFO(std::string ginfo)
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bool Guild::LoadGuildFromDB(uint32 GuildId)
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{
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if(!LoadRanksFromDB(GuildId))
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return false;
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if(!LoadMembersFromDB(GuildId))
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return false;
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//set m_Id in case guild data are broken in DB and Guild will be Disbanded (deleted from DB)
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m_Id = GuildId;
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QueryResult *result = CharacterDatabase.PQuery("SELECT MAX(TabId) FROM guild_bank_tab WHERE guildid='%u'", GuildId);
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if(result)
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{
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Field *fields = result->Fetch();
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m_PurchasedTabs = fields[0].GetUInt8()+1; // Because TabId begins at 0
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m_PurchasedTabs = fields[0].GetUInt8() + 1; // Because TabId begins at 0
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if (m_PurchasedTabs > GUILD_BANK_MAX_TABS)
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m_PurchasedTabs = GUILD_BANK_MAX_TABS;
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delete result;
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}
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else
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m_PurchasedTabs = 0;
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if(!LoadRanksFromDB(GuildId))
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return false;
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if(!LoadMembersFromDB(GuildId))
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return false;
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LoadBankRightsFromDB(GuildId); // Must be after LoadRanksFromDB because it populates rank struct
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@ -227,15 +262,27 @@ bool Guild::LoadGuildFromDB(uint32 GuildId)
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m_CreatedMonth = (dTime/100)%100;
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m_CreatedYear = (dTime/10000)%10000;
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// If the leader does not exist attempt to promote another member
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if(!objmgr.GetPlayerAccountIdByGUID(m_LeaderGuid ))
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// Repair the structure of guild
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// If the guildmaster does not exist attempt to promote another member
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// or guildmaster isn't present in guild
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int32 GM_rights = GetRank(GUID_LOPART(m_LeaderGuid));
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if(!objmgr.GetPlayerAccountIdByGUID(m_LeaderGuid) || GM_rights == -1)
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{
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DelMember(m_LeaderGuid);
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// check no members case (disbanded)
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if(members.empty())
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return false;
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}
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else if (GM_rights != GR_GUILDMASTER)
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SetLeader(m_LeaderGuid);
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// Allow only 1 guildmaster
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for (MemberList::const_iterator itr = members.begin(); itr != members.end(); ++itr)
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{
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if (itr->second.RankId == GR_GUILDMASTER && GUID_LOPART(m_LeaderGuid) != itr->first)
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//set right of member to officer
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ChangeRank(itr->first, GR_OFFICER);
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}
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sLog.outDebug("Guild %u Creation time Loaded day: %u, month: %u, year: %u", GuildId, m_CreatedDay, m_CreatedMonth, m_CreatedYear);
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@ -245,51 +292,59 @@ bool Guild::LoadGuildFromDB(uint32 GuildId)
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bool Guild::LoadRanksFromDB(uint32 GuildId)
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{
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Field *fields;
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QueryResult *result = CharacterDatabase.PQuery("SELECT rname,rights,BankMoneyPerDay,rid FROM guild_rank WHERE guildid = '%u' ORDER BY rid ASC", GuildId);
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// 0 1 2 3
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QueryResult *result = CharacterDatabase.PQuery("SELECT rid,rname,rights,BankMoneyPerDay FROM guild_rank WHERE guildid = '%u' ORDER BY rid ASC", GuildId);
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if(!result)
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return false;
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bool broken_ranks = false;
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//GUILD RANKS are sequence starting from 0 = GUILD_MASTER (ALL PRIVILEGES) to max 9 (lowest privileges)
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//the lower rank id is considered higher rank - so promotion does rank-- and demotion does rank++
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//between ranks in sequence cannot be gaps - so 0,1,2,4 cannot be
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//min ranks count is 5 and max is 10.
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do
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{
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fields = result->Fetch();
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std::string rankName = fields[0].GetCppString();
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uint32 rankRights = fields[1].GetUInt32();
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uint32 rankMoney = fields[2].GetUInt32();
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uint32 rankRID = fields[3].GetUInt32();
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uint32 rankID = fields[0].GetUInt32();
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std::string rankName = fields[1].GetCppString();
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uint32 rankRights = fields[2].GetUInt32();
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uint32 rankMoney = fields[3].GetUInt32();
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if(rankRID != m_Ranks.size()+1) // guild_rank.rid always store rank+1
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if(rankID != m_Ranks.size()) // guild_rank.ids are sequence 0,1,2,3..
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broken_ranks = true;
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if(m_Ranks.size() == GR_GUILDMASTER) // prevent loss leader rights
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//first rank is guildmaster, prevent loss leader rights
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if(m_Ranks.empty())
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rankRights |= GR_RIGHT_ALL;
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AddRank(rankName,rankRights,rankMoney);
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}while( result->NextRow() );
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delete result;
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if(m_Ranks.size()==0) // empty rank table?
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if(m_Ranks.size() < GUILD_RANKS_MIN_COUNT) // if too few ranks, renew them
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{
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AddRank("Guild Master",GR_RIGHT_ALL,0);
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broken_ranks = true;
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m_Ranks.clear();
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sLog.outError("Guild %u has broken `guild_rank` data, creating new...",GuildId);
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CreateDefaultGuildRanks(0); // 0 is default locale_idx
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broken_ranks = false;
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}
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// guild_rank have wrong numbered ranks, repair
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if(broken_ranks)
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{
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sLog.outError("Guild %u have broken `guild_rank` data, repairing...",GuildId);
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sLog.outError("Guild %u has broken `guild_rank` data, repairing...",GuildId);
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CharacterDatabase.BeginTransaction();
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CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE guildid='%u'", GuildId);
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for(size_t i =0; i < m_Ranks.size(); ++i)
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for(size_t i = 0; i < m_Ranks.size(); ++i)
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{
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// guild_rank.rid always store rank+1
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std::string name = m_Ranks[i].name;
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uint32 rights = m_Ranks[i].rights;
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CharacterDatabase.escape_string(name);
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CharacterDatabase.PExecute( "INSERT INTO guild_rank (guildid,rid,rname,rights) VALUES ('%u', '%u', '%s', '%u')", GuildId, uint32(i+1), name.c_str(), rights);
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CharacterDatabase.PExecute( "INSERT INTO guild_rank (guildid,rid,rname,rights) VALUES ('%u', '%u', '%s', '%u')", GuildId, uint32(i), name.c_str(), rights);
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}
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CharacterDatabase.CommitTransaction();
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}
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@ -305,8 +360,9 @@ bool Guild::LoadMembersFromDB(uint32 GuildId)
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"BankResetTimeTab0, BankRemSlotsTab0, BankResetTimeTab1, BankRemSlotsTab1, BankResetTimeTab2, BankRemSlotsTab2,"
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// 12 13 14 15 16 17
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"BankResetTimeTab3, BankRemSlotsTab3, BankResetTimeTab4, BankRemSlotsTab4, BankResetTimeTab5, BankRemSlotsTab5,"
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// 18
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"logout_time FROM guild_member LEFT JOIN characters ON characters.guid = guild_member.guid WHERE guildid = '%u'", GuildId);
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// 18 19 20 21 22
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"characters.name, characters.level, characters.zone, characters.class, characters.logout_time "
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"FROM guild_member LEFT JOIN characters ON characters.guid = guild_member.guid WHERE guildid = '%u'", GuildId);
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if(!result)
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return false;
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@ -315,12 +371,11 @@ bool Guild::LoadMembersFromDB(uint32 GuildId)
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{
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Field *fields = result->Fetch();
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MemberSlot newmember;
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newmember.RankId = fields[1].GetUInt32();
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uint64 guid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
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// Player does not exist
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if(!FillPlayerData(guid, &newmember))
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continue;
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newmember.RankId = fields[1].GetUInt32();
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//don't allow member to have not existing rank!
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if (newmember.RankId >= m_Ranks.size())
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newmember.RankId = GetLowestRank();
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newmember.Pnote = fields[2].GetCppString();
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newmember.OFFnote = fields[3].GetCppString();
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@ -331,7 +386,33 @@ bool Guild::LoadMembersFromDB(uint32 GuildId)
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newmember.BankResetTimeTab[i] = fields[6+(2*i)].GetUInt32();
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newmember.BankRemSlotsTab[i] = fields[7+(2*i)].GetUInt32();
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}
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newmember.logout_time = fields[18].GetUInt64();
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newmember.name = fields[18].GetCppString();
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newmember.level = fields[19].GetUInt32();
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newmember.zoneId = fields[20].GetUInt32();
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newmember.Class = fields[21].GetUInt32();
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newmember.logout_time = fields[22].GetUInt64();
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if(newmember.level < 1 || newmember.level > STRONG_MAX_LEVEL) // can be at broken `data` field
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{
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sLog.outError("Player (GUID: %u) has a broken data in field `characters`.`data`, deleting him from guild!",GUID_LOPART(guid));
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CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guid = '%u'", GUID_LOPART(guid));
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continue;
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}
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if(!newmember.zoneId)
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{
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sLog.outError("Player (GUID: %u) has broken zone-data", GUID_LOPART(guid));
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// here it will also try the same, to get the zone from characters-table, but additional it tries to find
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// the zone through xy coords .. this is a bit redundant, but shouldn't be called often
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newmember.zoneId = Player::GetZoneIdFromDB(guid);
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}
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if(newmember.Class < CLASS_WARRIOR || newmember.Class >= MAX_CLASSES) // can be at broken `class` field
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{
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sLog.outError("Player (GUID: %u) has a broken data in field `characters`.`class`, deleting him from guild!",GUID_LOPART(guid));
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CharacterDatabase.PExecute("DELETE FROM guild_member WHERE guid = '%u'", GUID_LOPART(guid));
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continue;
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}
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members[GUID_LOPART(guid)] = newmember;
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}while( result->NextRow() );
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@ -343,66 +424,7 @@ bool Guild::LoadMembersFromDB(uint32 GuildId)
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return true;
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}
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bool Guild::FillPlayerData(uint64 guid, MemberSlot* memslot)
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{
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std::string plName;
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uint32 plLevel;
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uint32 plClass;
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uint32 plZone;
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Player* pl = objmgr.GetPlayer(guid);
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if(pl)
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{
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plName = pl->GetName();
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plLevel = pl->getLevel();
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plClass = pl->getClass();
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plZone = pl->GetZoneId();
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}
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else
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{
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QueryResult *result = CharacterDatabase.PQuery("SELECT name,level,zone,class FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
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if(!result)
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return false; // player doesn't exist
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Field *fields = result->Fetch();
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plName = fields[0].GetCppString();
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plLevel = fields[1].GetUInt32();
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plZone = fields[2].GetUInt32();
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plClass = fields[3].GetUInt32();
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delete result;
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if(plLevel<1||plLevel>STRONG_MAX_LEVEL) // can be at broken `data` field
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{
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sLog.outError("Player (GUID: %u) has a broken data in field `characters`.`data`.",GUID_LOPART(guid));
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return false;
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}
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if(!plZone)
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{
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sLog.outError("Player (GUID: %u) has broken zone-data",GUID_LOPART(guid));
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//here it will also try the same, to get the zone from characters-table, but additional it tries to find
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plZone = Player::GetZoneIdFromDB(guid);
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//the zone through xy coords.. this is a bit redundant, but
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//shouldn't be called often
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}
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if(plClass<CLASS_WARRIOR||plClass>=MAX_CLASSES) // can be at broken `class` field
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{
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sLog.outError("Player (GUID: %u) has a broken data in field `characters`.`class`.",GUID_LOPART(guid));
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return false;
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}
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}
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memslot->name = plName;
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memslot->level = plLevel;
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memslot->Class = plClass;
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memslot->zoneId = plZone;
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return(true);
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}
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void Guild::LoadPlayerStatsByGuid(uint64 guid)
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void Guild::SetMemberStats(uint64 guid)
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{
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MemberList::iterator itr = members.find(GUID_LOPART(guid));
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if (itr == members.end() )
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@ -411,9 +433,10 @@ void Guild::LoadPlayerStatsByGuid(uint64 guid)
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Player *pl = ObjectAccessor::FindPlayer(guid);
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if(!pl)
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return;
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itr->second.name = pl->GetName();
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itr->second.level = pl->getLevel();
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itr->second.Class = pl->getClass();
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itr->second.name = pl->GetName();
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itr->second.level = pl->getLevel();
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itr->second.Class = pl->getClass();
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itr->second.zoneId = pl->GetZoneId();
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}
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void Guild::SetLeader(uint64 guid)
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@ -426,6 +449,8 @@ void Guild::SetLeader(uint64 guid)
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void Guild::DelMember(uint64 guid, bool isDisbanding)
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{
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//guild master can be deleted when loading guild and guid doesn't exist in characters table
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//or when he is removed from guild by gm command
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if(m_LeaderGuid == guid && !isDisbanding)
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{
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MemberSlot* oldLeader = NULL;
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@ -587,21 +612,24 @@ void Guild::BroadcastPacketToRank(WorldPacket *packet, uint32 rankId)
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void Guild::CreateRank(std::string name_,uint32 rights)
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{
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if(m_Ranks.size() >= GUILD_MAX_RANKS)
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if(m_Ranks.size() >= GUILD_RANKS_MAX_COUNT)
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return;
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AddRank(name_,rights,0);
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// ranks are sequence 0,1,2,... where 0 means guildmaster
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uint32 new_rank_id = m_Ranks.size();
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for (int i = 0; i < m_PurchasedTabs; ++i)
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AddRank(name_, rights, 0);
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//existing records in db should be deleted before calling this procedure and m_PurchasedTabs must be loaded already
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for (uint32 i = 0; i < m_PurchasedTabs; ++i)
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{
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CreateBankRightForTab(m_Ranks.size()-1, uint8(i));
|
||||
//create bank rights with 0
|
||||
CharacterDatabase.PExecute("INSERT INTO guild_bank_right (guildid,TabId,rid) VALUES ('%u','%u','%u')", m_Id, i, new_rank_id);
|
||||
}
|
||||
|
||||
// guild_rank.rid always store rank+1 value
|
||||
|
||||
// name now can be used for encoding to DB
|
||||
CharacterDatabase.escape_string(name_);
|
||||
CharacterDatabase.PExecute( "INSERT INTO guild_rank (guildid,rid,rname,rights) VALUES ('%u', '%u', '%s', '%u')", m_Id, (unsigned int)m_Ranks.size(), name_.c_str(), rights );
|
||||
CharacterDatabase.PExecute( "INSERT INTO guild_rank (guildid,rid,rname,rights) VALUES ('%u', '%u', '%s', '%u')", m_Id, new_rank_id, name_.c_str(), rights );
|
||||
}
|
||||
|
||||
void Guild::AddRank(const std::string& name_,uint32 rights, uint32 money)
|
||||
|
|
@ -614,9 +642,9 @@ void Guild::DelRank()
|
|||
if(m_Ranks.empty())
|
||||
return;
|
||||
|
||||
// guild_rank.rid always store rank+1 value
|
||||
uint32 rank = m_Ranks.size()-1;
|
||||
CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE rid>='%u' AND guildid='%u'", (rank+1), m_Id);
|
||||
// delete lowest guild_rank
|
||||
uint32 rank = GetLowestRank();
|
||||
CharacterDatabase.PExecute("DELETE FROM guild_rank WHERE rid>='%u' AND guildid='%u'", rank, m_Id);
|
||||
|
||||
m_Ranks.pop_back();
|
||||
}
|
||||
|
|
@ -1116,20 +1144,6 @@ void Guild::SetGuildBankTabInfo(uint8 TabId, std::string Name, std::string Icon)
|
|||
CharacterDatabase.PExecute("UPDATE guild_bank_tab SET TabName='%s',TabIcon='%s' WHERE guildid='%u' AND TabId='%u'", Name.c_str(), Icon.c_str(), m_Id, uint32(TabId));
|
||||
}
|
||||
|
||||
void Guild::CreateBankRightForTab(uint32 rankId, uint8 TabId)
|
||||
{
|
||||
sLog.outDebug("CreateBankRightForTab. rank: %u, TabId: %u", rankId, uint32(TabId));
|
||||
if (rankId >= m_Ranks.size() || TabId >= GUILD_BANK_MAX_TABS)
|
||||
return;
|
||||
|
||||
m_Ranks[rankId].TabRight[TabId]=0;
|
||||
m_Ranks[rankId].TabSlotPerDay[TabId]=0;
|
||||
CharacterDatabase.BeginTransaction();
|
||||
CharacterDatabase.PExecute("DELETE FROM guild_bank_right WHERE guildid = '%u' AND TabId = '%u' AND rid = '%u'", m_Id, uint32(TabId), rankId);
|
||||
CharacterDatabase.PExecute("INSERT INTO guild_bank_right (guildid,TabId,rid) VALUES ('%u','%u','%u')", m_Id, uint32(TabId), rankId);
|
||||
CharacterDatabase.CommitTransaction();
|
||||
}
|
||||
|
||||
uint32 Guild::GetBankRights(uint32 rankId, uint8 TabId) const
|
||||
{
|
||||
if(rankId >= m_Ranks.size() || TabId >= GUILD_BANK_MAX_TABS)
|
||||
|
|
@ -1399,8 +1413,8 @@ void Guild::SetBankRightsAndSlots(uint32 rankId, uint8 TabId, uint32 right, uint
|
|||
right = GUILD_BANK_RIGHT_FULL;
|
||||
}
|
||||
|
||||
m_Ranks[rankId].TabSlotPerDay[TabId]=nbSlots;
|
||||
m_Ranks[rankId].TabRight[TabId]=right;
|
||||
m_Ranks[rankId].TabSlotPerDay[TabId] = nbSlots;
|
||||
m_Ranks[rankId].TabRight[TabId] = right;
|
||||
|
||||
if (db)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue