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Removed some unnecessary database queries.
Removed unnecessary database queries in some command handlers. Replaced them with access to cached data or queries for only the needed data. Move database access in gossip select code to less often called place.
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parent
004bdf1d3c
commit
79cb959991
2 changed files with 50 additions and 45 deletions
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@ -821,18 +821,20 @@ void Creature::OnGossipSelect(Player* player, uint32 option)
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return;
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}
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uint32 textid=GetGossipTextId( action, zoneid);
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if(textid==0)
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textid=GetNpcTextId();
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switch (gossip->Action)
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{
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case GOSSIP_OPTION_GOSSIP:
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{
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uint32 textid = GetGossipTextId(action, zoneid);
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if (textid == 0)
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textid=GetNpcTextId();
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player->PlayerTalkClass->CloseGossip();
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player->PlayerTalkClass->SendTalking( textid );
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player->PlayerTalkClass->SendTalking(textid);
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break;
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}
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case GOSSIP_OPTION_SPIRITHEALER:
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if( player->isDead() )
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if (player->isDead())
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CastSpell(this,17251,true,NULL,NULL,player->GetGUID());
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break;
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case GOSSIP_OPTION_QUESTGIVER:
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@ -1988,9 +1988,39 @@ bool ChatHandler::HandleAddItemSetCommand(const char* args)
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sLog.outDetail(GetMangosString(LANG_ADDITEMSET), itemsetId);
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QueryResult *result = WorldDatabase.PQuery("SELECT entry FROM item_template WHERE itemset = %u",itemsetId);
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bool found = false;
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for (uint32 id = 0; id < sItemStorage.MaxEntry; id++)
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{
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ItemPrototype const *pProto = sItemStorage.LookupEntry<ItemPrototype>(id);
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if (!pProto)
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continue;
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if(!result)
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if (pProto->ItemSet == itemsetId)
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{
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found = true;
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ItemPosCountVec dest;
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uint8 msg = plTarget->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pProto->ItemId, 1 );
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if (msg == EQUIP_ERR_OK)
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{
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Item* item = plTarget->StoreNewItem( dest, pProto->ItemId, true);
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// remove binding (let GM give it to another player later)
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if (pl==plTarget)
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item->SetBinding( false );
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pl->SendNewItem(item,1,false,true);
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if (pl!=plTarget)
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plTarget->SendNewItem(item,1,true,false);
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}
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else
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{
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pl->SendEquipError( msg, NULL, NULL );
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PSendSysMessage(LANG_ITEM_CANNOT_CREATE, pProto->ItemId, 1);
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}
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}
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}
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if (!found)
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{
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PSendSysMessage(LANG_NO_ITEMS_FROM_ITEMSET_FOUND,itemsetId);
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@ -1998,35 +2028,6 @@ bool ChatHandler::HandleAddItemSetCommand(const char* args)
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return false;
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}
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do
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{
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Field *fields = result->Fetch();
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uint32 itemId = fields[0].GetUInt32();
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ItemPosCountVec dest;
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uint8 msg = plTarget->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, 1 );
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if( msg == EQUIP_ERR_OK )
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{
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Item* item = plTarget->StoreNewItem( dest, itemId, true);
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// remove binding (let GM give it to another player later)
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if(pl==plTarget)
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item->SetBinding( false );
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pl->SendNewItem(item,1,false,true);
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if(pl!=plTarget)
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plTarget->SendNewItem(item,1,true,false);
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}
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else
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{
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pl->SendEquipError( msg, NULL, NULL );
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PSendSysMessage(LANG_ITEM_CANNOT_CREATE, itemId, 1);
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}
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}while( result->NextRow() );
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delete result;
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return true;
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}
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@ -4680,17 +4681,19 @@ bool ChatHandler::HandleAddQuest(const char* args)
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}
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// check item starting quest (it can work incorrectly if added without item in inventory)
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QueryResult *result = WorldDatabase.PQuery("SELECT entry FROM item_template WHERE startquest = '%u' LIMIT 1",entry);
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if(result)
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for (uint32 id = 0; id < sItemStorage.MaxEntry; id++)
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{
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Field* fields = result->Fetch();
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uint32 item_id = fields[0].GetUInt32();
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delete result;
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ItemPrototype const *pProto = sItemStorage.LookupEntry<ItemPrototype>(id);
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if (!pProto)
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continue;
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PSendSysMessage(LANG_COMMAND_QUEST_STARTFROMITEM, entry,item_id);
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if (pProto->StartQuest == entry)
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{
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PSendSysMessage(LANG_COMMAND_QUEST_STARTFROMITEM, entry, pProto->ItemId);
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SetSentErrorMessage(true);
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return false;
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}
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}
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// ok, normal (creature/GO starting) quest
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if( player->CanAddQuest( pQuest, true ) )
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