Make PreparedStatements static for each database.
This commit is contained in:
+18
-18
@@ -124,7 +124,7 @@ namespace Game.Groups
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Global.GroupMgr.RegisterGroupDbStoreId(m_dbStoreId, this);
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// Store group in database
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_GROUP);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.INS_GROUP);
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byte index = 0;
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@@ -204,7 +204,7 @@ namespace Game.Groups
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var character = Global.CharacterCacheStorage.GetCharacterCacheByGuid(member.guid);
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if (character == null)
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GROUP_MEMBER);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_GROUP_MEMBER);
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stmt.AddValue(0, guidLow);
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DB.Characters.Execute(stmt);
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return;
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@@ -232,7 +232,7 @@ namespace Game.Groups
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m_lootMethod = LootMethod.PersonalLoot;
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_TYPE);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_TYPE);
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stmt.AddValue(0, (byte)m_groupFlags);
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stmt.AddValue(1, m_dbStoreId);
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@@ -251,7 +251,7 @@ namespace Game.Groups
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_TYPE);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_TYPE);
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stmt.AddValue(0, (byte)m_groupFlags);
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stmt.AddValue(1, m_dbStoreId);
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@@ -281,7 +281,7 @@ namespace Game.Groups
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_TYPE);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_TYPE);
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stmt.AddValue(0, (byte)m_groupFlags);
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stmt.AddValue(1, m_dbStoreId);
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@@ -429,7 +429,7 @@ namespace Game.Groups
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// insert into the table if we're not a Battlegroundgroup
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_GROUP_MEMBER);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.INS_GROUP_MEMBER);
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stmt.AddValue(0, m_dbStoreId);
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stmt.AddValue(1, member.guid.GetCounter());
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@@ -573,7 +573,7 @@ namespace Game.Groups
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// Remove player from group in DB
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GROUP_MEMBER);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_GROUP_MEMBER);
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stmt.AddValue(0, guid.GetCounter());
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DB.Characters.Execute(stmt);
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DelinkMember(guid);
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@@ -651,7 +651,7 @@ namespace Game.Groups
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SQLTransaction trans = new();
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// Update the group leader
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stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_LEADER);
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stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_LEADER);
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stmt.AddValue(0, newLeader.GetGUID().GetCounter());
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stmt.AddValue(1, m_dbStoreId);
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@@ -723,15 +723,15 @@ namespace Game.Groups
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{
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SQLTransaction trans = new();
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GROUP);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_GROUP);
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stmt.AddValue(0, m_dbStoreId);
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trans.Append(stmt);
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stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_GROUP_MEMBER_ALL);
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stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_GROUP_MEMBER_ALL);
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stmt.AddValue(0, m_dbStoreId);
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trans.Append(stmt);
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stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_LFG_DATA);
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stmt = CharacterDatabase.GetPreparedStatement(CharStatements.DEL_LFG_DATA);
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stmt.AddValue(0, m_dbStoreId);
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trans.Append(stmt);
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@@ -959,7 +959,7 @@ namespace Game.Groups
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_MEMBER_SUBGROUP);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_MEMBER_SUBGROUP);
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stmt.AddValue(0, group);
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stmt.AddValue(1, guid.GetCounter());
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@@ -1009,7 +1009,7 @@ namespace Game.Groups
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// Preserve new sub group in database for non-raid groups
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_MEMBER_SUBGROUP);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_MEMBER_SUBGROUP);
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stmt.AddValue(0, group);
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stmt.AddValue(1, guid.GetCounter());
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@@ -1058,7 +1058,7 @@ namespace Game.Groups
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// Preserve new sub group in database for non-raid groups
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_MEMBER_SUBGROUP);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_MEMBER_SUBGROUP);
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stmt.AddValue(0, slots[i].group);
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stmt.AddValue(1, slots[i].guid.GetCounter());
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@@ -1245,7 +1245,7 @@ namespace Game.Groups
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m_dungeonDifficulty = difficulty;
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_DIFFICULTY);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_DIFFICULTY);
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stmt.AddValue(0, (byte)m_dungeonDifficulty);
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stmt.AddValue(1, m_dbStoreId);
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@@ -1269,7 +1269,7 @@ namespace Game.Groups
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m_raidDifficulty = difficulty;
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_RAID_DIFFICULTY);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_RAID_DIFFICULTY);
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stmt.AddValue(0, (byte)m_raidDifficulty);
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stmt.AddValue(1, m_dbStoreId);
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@@ -1293,7 +1293,7 @@ namespace Game.Groups
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m_legacyRaidDifficulty = difficulty;
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if (!IsBGGroup() && !IsBFGroup())
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_LEGACY_RAID_DIFFICULTY);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_LEGACY_RAID_DIFFICULTY);
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stmt.AddValue(0, (byte)m_legacyRaidDifficulty);
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stmt.AddValue(1, m_dbStoreId);
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@@ -1746,7 +1746,7 @@ namespace Game.Groups
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ToggleGroupMemberFlag(slot, flag, apply);
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// Preserve the new setting in the db
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.UPD_GROUP_MEMBER_FLAG);
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PreparedStatement stmt = CharacterDatabase.GetPreparedStatement(CharStatements.UPD_GROUP_MEMBER_FLAG);
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stmt.AddValue(0, (byte)slot.flags);
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stmt.AddValue(1, guid.GetCounter());
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