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[8829] some more places where we call redundant SaveToDB
i also added now my assert with which i've found them.. maybe someone want's to look at other cases too :)
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6 changed files with 13 additions and 8 deletions
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@ -4319,7 +4319,8 @@ void Player::CreateCorpse()
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void Player::SpawnCorpseBones()
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{
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if(sObjectAccessor.ConvertCorpseForPlayer(GetGUID()))
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SaveToDB(); // prevent loading as ghost without corpse
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if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
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SaveToDB(); // prevent loading as ghost without corpse
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}
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Corpse* Player::GetCorpse() const
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@ -15619,6 +15620,7 @@ bool Player::_LoadHomeBind(QueryResult *result)
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void Player::SaveToDB()
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{
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// we should assure this: assert((m_nextSave != sWorld.getConfig(CONFIG_INTERVAL_SAVE)));
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// delay auto save at any saves (manual, in code, or autosave)
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m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
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@ -20766,4 +20768,4 @@ void Player::SendDuelCountdown(uint32 counter)
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WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
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data << uint32(counter); // seconds
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GetSession()->SendPacket(&data);
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}
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}
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