[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>
This commit is contained in:
hunuza 2010-05-07 23:04:30 +02:00
parent 2c6d48b912
commit d1130af777
14 changed files with 228 additions and 4 deletions

View file

@ -0,0 +1,139 @@
/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "CharacterDatabaseCleaner.h"
#include "World.h"
#include "Database/DatabaseEnv.h"
#include "DBCStores.h"
#include "ProgressBar.h"
void CharacterDatabaseCleaner::CleanDatabase()
{
// config to disable
if(!sWorld.getConfig(CONFIG_BOOL_CLEAN_CHARACTER_DB))
return;
sLog.outString("Cleaning character database...");
// check flags which clean ups are necessary
QueryResult* result = CharacterDatabase.PQuery("SELECT cleaning_flags FROM saved_variables");
if(!result)
return;
uint32 flags = (*result)[0].GetUInt32();
delete result;
// clean up
if(flags & CLEANING_FLAG_ACHIEVEMENT_PROGRESS)
CleanCharacterAchievementProgress();
if(flags & CLEANING_FLAG_SKILLS)
CleanCharacterSkills();
if(flags & CLEANING_FLAG_SPELLS)
CleanCharacterSpell();
if(flags & CLEANING_FLAG_TALENTS)
CleanCharacterTalent();
CharacterDatabase.Execute("UPDATE saved_variables SET cleaning_flags = 0");
}
void CharacterDatabaseCleaner::CheckUnique(const char* column, const char* table, bool (*check)(uint32))
{
QueryResult* result = CharacterDatabase.PQuery("SELECT DISTINCT %s FROM %s", column, table);
if(!result)
{
sLog.outString( "Table %s is empty.", table );
return;
}
bool found = false;
std::ostringstream ss;
barGoLink bar( (int)result->GetRowCount() );
do
{
bar.step();
Field *fields = result->Fetch();
uint32 id = fields[0].GetUInt32();
if(!check(id))
{
if(!found)
{
ss << "DELETE FROM " << table << " WHERE " << column << " IN (";
found = true;
}
else
ss << ",";
ss << id;
}
}
while( result->NextRow() );
delete result;
if (found)
{
ss << ")";
CharacterDatabase.Execute( ss.str().c_str() );
}
}
bool CharacterDatabaseCleaner::AchievementProgressCheck(uint32 criteria)
{
return sAchievementCriteriaStore.LookupEntry(criteria);
}
void CharacterDatabaseCleaner::CleanCharacterAchievementProgress()
{
CheckUnique("criteria", "character_achievement_progress", &AchievementProgressCheck);
}
bool CharacterDatabaseCleaner::SkillCheck(uint32 skill)
{
return sSkillLineStore.LookupEntry(skill);
}
void CharacterDatabaseCleaner::CleanCharacterSkills()
{
CheckUnique("skill", "character_skills", &SkillCheck);
}
bool CharacterDatabaseCleaner::SpellCheck(uint32 spell_id)
{
return sSpellStore.LookupEntry(spell_id) && !GetTalentSpellPos(spell_id);
}
void CharacterDatabaseCleaner::CleanCharacterSpell()
{
CheckUnique("spell", "character_spell", &SpellCheck);
}
bool CharacterDatabaseCleaner::TalentCheck(uint32 talent_id)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry( talent_id );
if(!talentInfo)
return false;
return sTalentTabStore.LookupEntry( talentInfo->TalentTab );
}
void CharacterDatabaseCleaner::CleanCharacterTalent()
{
CharacterDatabase.DirectPExecute("DELETE FROM character_talent WHERE spec > %u OR current_rank > %u", MAX_TALENT_SPEC_COUNT, MAX_TALENT_RANK);
CheckUnique("talent_id", "character_talent", &TalentCheck);
}