[DiscordArchive] Can I vote:don't because players should know what their server is?
[DiscordArchive] Can I vote:don't because players should know what their server is?
Archived author: tester • Posted: 2021-06-27T01:08:43.724000+00:00
Original source
Can I vote:don't because players should know what their server is?
Archived author: Browller • Posted: 2021-06-27T01:09:43.958000+00:00
Original source
this is not for me, i don't use azerothcore, its for a friend xD, he want to remove it, what i understand at worldserver.conf he disabled the option, but it still showing for gm accounts
Archived author: tester • Posted: 2021-06-27T01:10:49.656000+00:00
Original source
I think it's bad to of removed, just personal opinion. But it pulls that data from the database iirc
Archived author: Browller • Posted: 2021-06-27T01:12:18.584000+00:00
Original source
so, even if removing the lines in uptime table, it auto injects the new one when restarting server, i thought in removing only the string handle in coreside, but i can't find it :/
Archived author: tester • Posted: 2021-06-27T01:15:18.197000+00:00
Original source
¯\_(ツ)_/¯ I mean it wasn't exactly meant to be removed. I'm sure there's some core reference for that string somewhere or atleast where it queries the database. But I vote for him to fuck off and put it back for players. They should know what the running on, since some cores have security issues(mainly older ones) where they should know about bugs like that
Archived author: tester • Posted: 2021-06-27T01:15:36.730000+00:00
Original source
But I would search for any database query looking for the revision and see where it's user
Archived author: tester • Posted: 2021-06-27T01:15:38.396000+00:00
Original source
Used
Archived author: Browller • Posted: 2021-06-27T01:16:29.731000+00:00
Original source
hmm alright, so i will keep trying to find it, anyway thanks buddy
Archived author: p620 • Posted: 2021-06-27T03:20:39.777000+00:00
Original source
```cpp
bool Player::LoadFromDB(ObjectGuid guid, CharacterDatabaseQueryHolder const& holder)
{
/* 1 */
if (!_LoadHomeBind(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_HOME_BIND)))
return false;
```
Archived author: p620 • Posted: 2021-06-27T03:22:25.659000+00:00
Original source
```cpp
bool Player::_LoadHomeBind(PreparedQueryResult result)
{
/* 2 */
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(GetRace(), GetClass());
if (!info)
{
TC_LOG_ERROR("entities.player", "Player::_LoadHomeBind: Player '%s' (%s) has incorrect race/class (%u/%u) pair. Can't load.",
GetGUID().ToString().c_str(), GetName().c_str(), uint32(GetRace()), uint32(GetClass()));
return false;
}
/* 3 */
bool ok = false;
// SELECT mapId, zoneId, posX, posY, posZ FROM character_homebind WHERE guid = ?
if (result)
{
// accept saved data only for valid position (and non instanceable), and accessable
if (MapManager::IsValidMapCoord(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ) &&
!bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
ok = true;
else
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
stmt->setUInt32(0, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
/* 4 */
if (!ok)
{
m_homebindMapId = info->mapId;
m_homebindAreaId = info->areaId;
m_homebindX = info->positionX;
m_homebindY = info->positionY;
m_homebindZ = info->positionZ;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND);
stmt->setUInt32(0, GetGUID().GetCounter());
stmt->setUInt16(1, m_homebindMapId);
stmt->setUInt16(2, m_homebindAreaId);
stmt->setFloat (3, m_homebindX);
stmt->setFloat (4, m_homebindY);
stmt->setFloat (5, m_homebindZ);
CharacterDatabase.Execute(stmt);
}
/* ... */
return true;
```