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[9681] Add config to decide whether character stats should only be saved on logout.
Signed-off-by: hunuza <hunuza@gmail.com>
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parent
145182a53d
commit
dd2dda62a5
5 changed files with 17 additions and 6 deletions
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@ -15951,7 +15951,7 @@ void Player::_LoadTalents(QueryResult *result)
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do
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{
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Field *fields = result->Fetch();
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uint32 talent_id = fields[0].GetUInt32();
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TalentEntry const *talentInfo = sTalentStore.LookupEntry( talent_id );
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@ -16511,11 +16511,14 @@ void Player::SaveToDB()
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GetSession()->SaveTutorialsData(); // changed only while character in game
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_SaveGlyphs();
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_SaveTalents();
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if(m_session->isLogingOut()) // only save stats on logout
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_SaveStats();
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CharacterDatabase.CommitTransaction();
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// check if stats should only be saved on logout
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// save stats can be out of transaction
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if(m_session->isLogingOut() || !sWorld.getConfig(CONFIG_BOOL_STATS_SAVE_ONLY_ON_LOGOUT))
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_SaveStats();
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// save pet (hunter pet level and experience and all type pets health/mana).
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if(Pet* pet = GetPet())
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pet->SavePetToDB(PET_SAVE_AS_CURRENT);
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@ -21295,7 +21298,7 @@ void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
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for(PlayerTalentMap::iterator iter = m_talents[specIdx].begin(); iter != m_talents[specIdx].end(); ++iter)
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{
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PlayerTalent talent = (*iter).second;
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if (talent.state == PLAYERSPELL_REMOVED)
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continue;
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@ -21617,7 +21620,7 @@ void Player::ActivateSpec(uint8 specNum)
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}
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else
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++specIter;
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}
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}
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// now new spec data have only talents (maybe different rank) as in temp spec data, sync ranks then.
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for (PlayerTalentMap::const_iterator tempIter = tempSpec.begin(); tempIter != tempSpec.end(); ++tempIter)
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