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[9849] Implement character database clean up.
This can be disabled by config option. Flag for clean up can be set for example on client version change. Signed-off-by: hunuza <hunuza@gmail.com>
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14 changed files with 228 additions and 4 deletions
139
src/game/CharacterDatabaseCleaner.cpp
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139
src/game/CharacterDatabaseCleaner.cpp
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/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "CharacterDatabaseCleaner.h"
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#include "World.h"
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#include "Database/DatabaseEnv.h"
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#include "DBCStores.h"
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#include "ProgressBar.h"
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void CharacterDatabaseCleaner::CleanDatabase()
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{
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// config to disable
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if(!sWorld.getConfig(CONFIG_BOOL_CLEAN_CHARACTER_DB))
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return;
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sLog.outString("Cleaning character database...");
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// check flags which clean ups are necessary
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QueryResult* result = CharacterDatabase.PQuery("SELECT cleaning_flags FROM saved_variables");
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if(!result)
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return;
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uint32 flags = (*result)[0].GetUInt32();
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delete result;
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// clean up
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if(flags & CLEANING_FLAG_ACHIEVEMENT_PROGRESS)
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CleanCharacterAchievementProgress();
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if(flags & CLEANING_FLAG_SKILLS)
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CleanCharacterSkills();
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if(flags & CLEANING_FLAG_SPELLS)
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CleanCharacterSpell();
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if(flags & CLEANING_FLAG_TALENTS)
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CleanCharacterTalent();
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CharacterDatabase.Execute("UPDATE saved_variables SET cleaning_flags = 0");
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}
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void CharacterDatabaseCleaner::CheckUnique(const char* column, const char* table, bool (*check)(uint32))
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{
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QueryResult* result = CharacterDatabase.PQuery("SELECT DISTINCT %s FROM %s", column, table);
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if(!result)
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{
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sLog.outString( "Table %s is empty.", table );
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return;
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}
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bool found = false;
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std::ostringstream ss;
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barGoLink bar( (int)result->GetRowCount() );
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do
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{
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bar.step();
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Field *fields = result->Fetch();
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uint32 id = fields[0].GetUInt32();
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if(!check(id))
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{
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if(!found)
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{
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ss << "DELETE FROM " << table << " WHERE " << column << " IN (";
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found = true;
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}
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else
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ss << ",";
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ss << id;
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}
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}
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while( result->NextRow() );
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delete result;
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if (found)
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{
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ss << ")";
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CharacterDatabase.Execute( ss.str().c_str() );
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}
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}
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bool CharacterDatabaseCleaner::AchievementProgressCheck(uint32 criteria)
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{
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return sAchievementCriteriaStore.LookupEntry(criteria);
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}
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void CharacterDatabaseCleaner::CleanCharacterAchievementProgress()
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{
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CheckUnique("criteria", "character_achievement_progress", &AchievementProgressCheck);
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}
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bool CharacterDatabaseCleaner::SkillCheck(uint32 skill)
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{
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return sSkillLineStore.LookupEntry(skill);
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}
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void CharacterDatabaseCleaner::CleanCharacterSkills()
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{
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CheckUnique("skill", "character_skills", &SkillCheck);
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}
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bool CharacterDatabaseCleaner::SpellCheck(uint32 spell_id)
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{
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return sSpellStore.LookupEntry(spell_id) && !GetTalentSpellPos(spell_id);
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}
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void CharacterDatabaseCleaner::CleanCharacterSpell()
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{
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CheckUnique("spell", "character_spell", &SpellCheck);
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}
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bool CharacterDatabaseCleaner::TalentCheck(uint32 talent_id)
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{
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TalentEntry const *talentInfo = sTalentStore.LookupEntry( talent_id );
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if(!talentInfo)
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return false;
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return sTalentTabStore.LookupEntry( talentInfo->TalentTab );
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}
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void CharacterDatabaseCleaner::CleanCharacterTalent()
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{
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CharacterDatabase.DirectPExecute("DELETE FROM character_talent WHERE spec > %u OR current_rank > %u", MAX_TALENT_SPEC_COUNT, MAX_TALENT_RANK);
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CheckUnique("talent_id", "character_talent", &TalentCheck);
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}
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