Make PreparedStatements static for each database.
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@@ -100,7 +100,7 @@ namespace Game.Entities
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PreparedStatement stmt;
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foreach (var pair in _toys)
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{
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stmt = DB.Login.GetPreparedStatement(LoginStatements.REP_ACCOUNT_TOYS);
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stmt = LoginDatabase.GetPreparedStatement(LoginStatements.REP_ACCOUNT_TOYS);
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stmt.AddValue(0, _owner.GetBattlenetAccountId());
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stmt.AddValue(1, pair.Key);
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stmt.AddValue(2, pair.Value.HasAnyFlag(ToyFlags.Favorite));
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@@ -191,7 +191,7 @@ namespace Game.Entities
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PreparedStatement stmt;
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foreach (var heirloom in _heirlooms)
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{
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stmt = DB.Login.GetPreparedStatement(LoginStatements.REP_ACCOUNT_HEIRLOOMS);
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stmt = LoginDatabase.GetPreparedStatement(LoginStatements.REP_ACCOUNT_HEIRLOOMS);
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stmt.AddValue(0, _owner.GetBattlenetAccountId());
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stmt.AddValue(1, heirloom.Key);
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stmt.AddValue(2, (uint)heirloom.Value.flags);
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@@ -356,7 +356,7 @@ namespace Game.Entities
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{
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foreach (var mount in _mounts)
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{
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PreparedStatement stmt = DB.Login.GetPreparedStatement(LoginStatements.REP_ACCOUNT_MOUNTS);
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PreparedStatement stmt = LoginDatabase.GetPreparedStatement(LoginStatements.REP_ACCOUNT_MOUNTS);
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stmt.AddValue(0, _owner.GetBattlenetAccountId());
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stmt.AddValue(1, mount.Key);
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stmt.AddValue(2, (byte)mount.Value);
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@@ -494,7 +494,7 @@ namespace Game.Entities
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{
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if (blockValue != 0) // this table is only appended/bits are set (never cleared) so don't save empty blocks
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{
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stmt = DB.Login.GetPreparedStatement(LoginStatements.INS_BNET_ITEM_APPEARANCES);
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stmt = LoginDatabase.GetPreparedStatement(LoginStatements.INS_BNET_ITEM_APPEARANCES);
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stmt.AddValue(0, _owner.GetBattlenetAccountId());
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stmt.AddValue(1, blockIndex);
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stmt.AddValue(2, blockValue);
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@@ -510,14 +510,14 @@ namespace Game.Entities
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switch (appearanceState)
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{
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case FavoriteAppearanceState.New:
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stmt = DB.Login.GetPreparedStatement(LoginStatements.INS_BNET_ITEM_FAVORITE_APPEARANCE);
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stmt = LoginDatabase.GetPreparedStatement(LoginStatements.INS_BNET_ITEM_FAVORITE_APPEARANCE);
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stmt.AddValue(0, _owner.GetBattlenetAccountId());
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stmt.AddValue(1, key);
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trans.Append(stmt);
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appearanceState = FavoriteAppearanceState.Unchanged;
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break;
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case FavoriteAppearanceState.Removed:
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stmt = DB.Login.GetPreparedStatement(LoginStatements.DEL_BNET_ITEM_FAVORITE_APPEARANCE);
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stmt = LoginDatabase.GetPreparedStatement(LoginStatements.DEL_BNET_ITEM_FAVORITE_APPEARANCE);
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stmt.AddValue(0, _owner.GetBattlenetAccountId());
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stmt.AddValue(1, key);
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trans.Append(stmt);
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@@ -885,7 +885,7 @@ namespace Game.Entities
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{
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if (blockValue != 0) // this table is only appended/bits are set (never cleared) so don't save empty blocks
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{
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PreparedStatement stmt = DB.Login.GetPreparedStatement(LoginStatements.INS_BNET_TRANSMOG_ILLUSIONS);
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PreparedStatement stmt = LoginDatabase.GetPreparedStatement(LoginStatements.INS_BNET_TRANSMOG_ILLUSIONS);
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stmt.AddValue(0, _owner.GetBattlenetAccountId());
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stmt.AddValue(1, blockIndex);
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stmt.AddValue(2, blockValue);
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