feat(Core/DBLayer): replace char const* to std::string_view (#10211)
* feat(Core/DBLayer): replace `char const*` to `std::string_view` * CString * 1 * chore(Core/Misc): code cleanup * cl * db fix * fmt style sql * to fmt * py * del old * 1 * 2 * 3 * 1 * 1
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@@ -1352,33 +1352,33 @@ void Creature::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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WorldDatabaseTransaction trans = WorldDatabase.BeginTransaction();
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE);
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stmt->setUInt32(0, m_spawnId);
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stmt->SetData(0, m_spawnId);
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trans->Append(stmt);
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uint8 index = 0;
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stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_CREATURE);
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stmt->setUInt32(index++, m_spawnId);
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stmt->setUInt32(index++, GetEntry());
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stmt->setUInt32(index++, 0);
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stmt->setUInt32(index++, 0);
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stmt->setUInt16(index++, uint16(mapid));
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stmt->setUInt8(index++, spawnMask);
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stmt->setUInt32(index++, GetPhaseMask());
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stmt->setInt32(index++, int32(GetCurrentEquipmentId()));
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stmt->setFloat(index++, GetPositionX());
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stmt->setFloat(index++, GetPositionY());
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stmt->setFloat(index++, GetPositionZ());
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stmt->setFloat(index++, GetOrientation());
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stmt->setUInt32(index++, m_respawnDelay);
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stmt->setFloat(index++, m_wanderDistance);
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stmt->setUInt32(index++, 0);
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stmt->setUInt32(index++, GetHealth());
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stmt->setUInt32(index++, GetPower(POWER_MANA));
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stmt->setUInt8(index++, uint8(GetDefaultMovementType()));
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stmt->setUInt32(index++, npcflag);
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stmt->setUInt32(index++, unit_flags);
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stmt->setUInt32(index++, dynamicflags);
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stmt->SetData(index++, m_spawnId);
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stmt->SetData(index++, GetEntry());
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stmt->SetData(index++, 0);
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stmt->SetData(index++, 0);
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stmt->SetData(index++, uint16(mapid));
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stmt->SetData(index++, spawnMask);
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stmt->SetData(index++, GetPhaseMask());
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stmt->SetData(index++, int32(GetCurrentEquipmentId()));
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stmt->SetData(index++, GetPositionX());
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stmt->SetData(index++, GetPositionY());
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stmt->SetData(index++, GetPositionZ());
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stmt->SetData(index++, GetOrientation());
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stmt->SetData(index++, m_respawnDelay);
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stmt->SetData(index++, m_wanderDistance);
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stmt->SetData(index++, 0);
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stmt->SetData(index++, GetHealth());
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stmt->SetData(index++, GetPower(POWER_MANA));
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stmt->SetData(index++, uint8(GetDefaultMovementType()));
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stmt->SetData(index++, npcflag);
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stmt->SetData(index++, unit_flags);
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stmt->SetData(index++, dynamicflags);
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trans->Append(stmt);
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WorldDatabase.CommitTransaction(trans);
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@@ -1737,19 +1737,19 @@ void Creature::DeleteFromDB()
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WorldDatabaseTransaction trans = WorldDatabase.BeginTransaction();
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WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE);
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stmt->setUInt32(0, m_spawnId);
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stmt->SetData(0, m_spawnId);
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trans->Append(stmt);
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stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_CREATURE_ADDON);
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stmt->setUInt32(0, m_spawnId);
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stmt->SetData(0, m_spawnId);
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trans->Append(stmt);
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stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAME_EVENT_CREATURE);
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stmt->setUInt32(0, m_spawnId);
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stmt->SetData(0, m_spawnId);
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trans->Append(stmt);
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stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAME_EVENT_MODEL_EQUIP);
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stmt->setUInt32(0, m_spawnId);
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stmt->SetData(0, m_spawnId);
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trans->Append(stmt);
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WorldDatabase.CommitTransaction(trans);
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@@ -98,13 +98,13 @@ void FormationMgr::LoadCreatureFormations()
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//Load group member data
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FormationInfo group_member;
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group_member.leaderGUID = fields[0].GetUInt32();
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ObjectGuid::LowType const memberGUID = fields[1].GetUInt32();
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float const follow_dist = fields[2].GetFloat();
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float const follow_angle = fields[3].GetFloat() * (static_cast<float>(M_PI) / 180);
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group_member.groupAI = fields[4].GetUInt16();
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group_member.point_1 = fields[5].GetUInt16();
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group_member.point_2 = fields[6].GetUInt16();
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group_member.leaderGUID = fields[0].Get<uint32>();
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ObjectGuid::LowType const memberGUID = fields[1].Get<uint32>();
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float const follow_dist = fields[2].Get<float>();
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float const follow_angle = fields[3].Get<float>() * (static_cast<float>(M_PI) / 180);
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group_member.groupAI = fields[4].Get<uint16>();
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group_member.point_1 = fields[5].Get<uint16>();
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group_member.point_2 = fields[6].Get<uint16>();
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//If creature is group leader we may skip loading of dist/angle
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if (group_member.leaderGUID != memberGUID)
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