[11470] Final cleanup uint64 guid cases

Also drop logout player update fields cleanup that in any cases not saved.
This commit is contained in:
VladimirMangos 2011-05-11 21:32:50 +04:00
parent a2b6a6fde5
commit 719e298795
26 changed files with 144 additions and 153 deletions

View file

@ -11394,7 +11394,7 @@ void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
UpdateKnownCurrencies(pItem->GetEntry(), false);
m_items[slot] = NULL;
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid());
if ( slot < EQUIPMENT_SLOT_END )
{
@ -11486,7 +11486,7 @@ void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
if( bag == INVENTORY_SLOT_BAG_0 )
{
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid());
// equipment and equipped bags can have applied bonuses
if ( slot < INVENTORY_SLOT_BAG_END )
@ -12231,9 +12231,9 @@ void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
m_items[slot] = NULL;
uint32 eslot = slot - BUYBACK_SLOT_START;
SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0 );
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), ObjectGuid());
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
// if current backslot is filled set to now free slot
if (m_items[m_currentBuybackSlot])
@ -15372,7 +15372,7 @@ bool Player::LoadFromDB(ObjectGuid guid, SqlQueryHolder *holder )
// cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 );
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid());
SetVisibleItemSlot(slot, NULL);
if (m_items[slot])
@ -15960,7 +15960,7 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
do
{
Field *fields = result->Fetch();
ObjectGuid caster_guid = fields[0].GetUInt64();
ObjectGuid caster_guid = ObjectGuid(fields[0].GetUInt64());
uint32 item_lowguid = fields[1].GetUInt32();
uint32 spellid = fields[2].GetUInt32();
uint32 stackcount = fields[3].GetUInt32();
@ -16112,7 +16112,7 @@ void Player::LoadCorpse()
void Player::_LoadInventory(QueryResult *result, uint32 timediff)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT data,text,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
std::map<uint32, Bag*> bagMap; // fast guid lookup for bags
//NOTE: the "order by `bag`" is important because it makes sure
//the bagMap is filled before items in the bags are loaded
//NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
@ -16131,34 +16131,34 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
Field *fields = result->Fetch();
uint32 bag_guid = fields[2].GetUInt32();
uint8 slot = fields[3].GetUInt8();
uint32 item_guid = fields[4].GetUInt32();
uint32 item_lowguid = fields[4].GetUInt32();
uint32 item_id = fields[5].GetUInt32();
ItemPrototype const * proto = ObjectMgr::GetItemPrototype(item_id);
if(!proto)
if (!proto)
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_lowguid);
sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
continue;
}
Item *item = NewItemOrBag(proto);
if(!item->LoadFromDB(item_guid, fields, GetObjectGuid()))
if (!item->LoadFromDB(item_lowguid, fields, GetObjectGuid()))
{
sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
// not allow have in alive state item limited to another map/zone
if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone))
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
@ -16167,7 +16167,7 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
// "Conjured items disappear if you are logged out for more than 15 minutes"
if (timediff > 15*MINUTE && (item->GetProto()->Flags & ITEM_FLAG_CONJURED))
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
@ -16181,36 +16181,36 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
item->SetContainer( NULL );
item->SetSlot(slot);
if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
if (IsInventoryPos( INVENTORY_SLOT_BAG_0, slot))
{
ItemPosCountVec dest;
if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
if (CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK)
item = StoreItem(dest, item, true);
else
success = false;
}
else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
else if (IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot))
{
uint16 dest;
if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
if (CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK)
QuickEquipItem(dest, item);
else
success = false;
}
else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
else if (IsBankPos( INVENTORY_SLOT_BAG_0, slot))
{
ItemPosCountVec dest;
if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
if (CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK)
item = BankItem(dest, item, true);
else
success = false;
}
if(success)
if (success)
{
// store bags that may contain items in them
if(item->IsBag() && IsBagPos(item->GetPos()))
bagMap[item_guid] = (Bag*)item;
if (item->IsBag() && IsBagPos(item->GetPos()))
bagMap[item_lowguid] = (Bag*)item;
}
}
// the item/bag in a bag
@ -16218,11 +16218,11 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
{
item->SetSlot(NULL_SLOT);
// the item is in a bag, find the bag
std::map<uint64, Bag*>::const_iterator itr = bagMap.find(bag_guid);
if(itr != bagMap.end() && slot < itr->second->GetBagSize())
std::map<uint32, Bag*>::const_iterator itr = bagMap.find(bag_guid);
if (itr != bagMap.end() && slot < itr->second->GetBagSize())
{
ItemPosCountVec dest;
if( CanStoreItem( itr->second->GetSlot(), slot, dest, item, false ) == EQUIP_ERR_OK )
if (CanStoreItem(itr->second->GetSlot(), slot, dest, item, false) == EQUIP_ERR_OK)
item = StoreItem(dest, item, true);
else
success = false;
@ -16246,8 +16246,8 @@ void Player::_LoadInventory(QueryResult *result, uint32 timediff)
}
else
{
sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid, item_id, bag_guid, slot);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_lowguid, item_id, bag_guid, slot);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
problematicItems.push_back(item);
}
} while (result->NextRow());