Make PreparedStatements static for each database.

This commit is contained in:
hondacrx
2023-02-04 20:55:14 -05:00
parent e0e20b6b1c
commit 149fadccab
90 changed files with 922 additions and 923 deletions
+6 -6
View File
@@ -176,11 +176,11 @@ namespace Game
pair.Value.done = 0;
SQLTransaction trans = new();
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_ALL_GAME_EVENT_CONDITION_SAVE);
PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_ALL_GAME_EVENT_CONDITION_SAVE);
stmt.AddValue(0, event_id);
trans.Append(stmt);
stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_SAVE);
stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_SAVE);
stmt.AddValue(0, event_id);
trans.Append(stmt);
@@ -1502,12 +1502,12 @@ namespace Game
// save the change to db
SQLTransaction trans = new();
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_CONDITION_SAVE);
PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_CONDITION_SAVE);
stmt.AddValue(0, event_id);
stmt.AddValue(1, condition);
trans.Append(stmt);
stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_GAME_EVENT_CONDITION_SAVE);
stmt = CharacterDatabase.GetPreparedStatement(CharStatements.INS_GAME_EVENT_CONDITION_SAVE);
stmt.AddValue(0, event_id);
stmt.AddValue(1, condition);
stmt.AddValue(2, eventFinishCond.done);
@@ -1547,11 +1547,11 @@ namespace Game
{
SQLTransaction trans = new();
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_SAVE);
PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_GAME_EVENT_SAVE);
stmt.AddValue(0, event_id);
trans.Append(stmt);
stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_GAME_EVENT_SAVE);
stmt = CharacterDatabase.GetPreparedStatement(CharStatements.INS_GAME_EVENT_SAVE);
stmt.AddValue(0, event_id);
stmt.AddValue(1, (byte)mGameEvent[event_id].state);
stmt.AddValue(2, mGameEvent[event_id].nextstart != 0 ? mGameEvent[event_id].nextstart : 0L);