If mangos build for use Postgre SQL server
Queries from sql/postgre_compatibility_addon.sql must be used
at least one time for each mangos DB part stored in Postgre SQL server.
File constent based at article in http://janusz.slota.name/blog/
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* New table added for non-instanced maps (except BG/arena):
- `mangos`.`world_template` (script mapping to non instanced data)
- `characters`.`world` (saved script data string storage)
* InstancedData created for any map types including BGs/arenas, that allow have scripts
state for any maps, but BG/arena instance data not saved.
Note: Possible structures will renamed later for clarify apply to any type maps,
but avoid for now for simplify changes and hard affect to script library sources.
* Higher ranks are now automatically filled when not listed in spell_threat
* Added some loading checks to detect inconsistent data
Signed-off-by: Lynx3d <lynx3d@some-imaginary-isp.org>
There has been a security risk as the 'mangos' user had full access to all databases on the MySQL server.
The new create_mysql.sql file now gives more restrictive rights so that the 'mangos' user can only do what he really needs to do.
If you have already set up the DB and want to make sure, that it's more secure, open up the MySQL doc about the 'REVOKE' command and revoke all rights for that user from any other db. Alternatively you can revoke ALL rights from the 'mangos' user and then re-grant him as done in the file.
Some spells have procCharges > 0 and in same time maxStack > 1. It's support has been implemented more year ago
but current way work with single aura from stack remove at proc always made some spells work wrongly
(7 spells (with ranks) in 3.3.5a). In fact only 3 spell (with ranks) need this "one from stack" way and
all form its have similarity: Its apply max stack from start and decrease stacks at proc hit.
Another prove for correctness this way: in 2.x exist single spell with charges and maxstack that expect full aura stack remove.
So implemented opposition way: normal aura proc remove always full aura holder stack.
Special 3 cases have overwrite code for work with stack in correct for its way.
Fixed work:
* items 31857 and 50259
* recipe 46027 effects.
* talent 63730 and ranks
Affected by code changes talents 51528 and 55166 tested and work.
Spell 34026 use similar decrease stack at hit but req. independent patch for full implemention, so not work.
* Fishing now prowide junk loot at fail skill check.
This can be disabled for old way work using SkillFail.Loot.Fishing option.
Junk loot expected to be listed in fishing_loot_template entry 0.
* Fishing can gain skill grow at skill fail check case.
Controlled by SkillFail.Gain.Fishing option.
* Fishing from fishing pool gameobject can't be fail.
Controlled by SkillFail.Possible.FishingPool
Also implement save game event state to DB mostly for avoid
send mails at resume game event after server downtime.
Thanks to X-Savior for inspiring and original research.
* New comamnds mirror related normal sedn commands:
- send mass items
- send mass mail
- send mass money
* Instead player name it expect or numeric racemask or textual race/team name or 'all'.
* Table `game_event_model_equip` renamed to `game_event_creature_data`
* Table allow now store same creatures for different events, BUT
expected that related events no active in same time.
* Added possibility switch entry at gameevent time.
This let have diff factions/loot and etc for creatures.
* Added possibility cast spells at gameevent start/end.
Exist some spells that expected casted to creature at gameevent start
for model replace, and for animation in other cases.
Note: `game_event_creature_data`.`modelid` field posisble will removed soon in fowor related spell use.
Ofc, when spells will implemented in core.
Also
* Use typename for mail item info vector.
* Include tools/characters_mail_items_cleanup.sql for cleanup lost mail items.
It also included as sql update part. Sql update also fix receiver for stored
in DB expired mail items.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Move SPELLFAMILY_* to DBCEnums.h and name it as SpellFamily
* Use enum in Unit::GetAura, move family mask code to new SpellEntry helper function.
* Avoid all auras scan in search of triggred spell for 20243.
Original patch provided by Wojta
Note: From patch excluded talent 44543 and ranks stacking code.
It look like need another implemention different from suggested,
or at least more research.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
In patch added enum IgnoreUnitState and related checks now more cheating protected.
Thanks to insider42 for prepering patch for mangos repo.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also added loading check for redundant ap/ap_dot data in table.
Field action_menu_id in gossip_menu_option table can be set to -1 where close gossip is expected, instead of sending a new menu.
Signed-off-by: NoFantasy <nofantasy@nf.no>