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Core/GameEventMgr: Reduce memory waste caused by gaps in game_event entry IDs
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@@ -273,6 +273,15 @@ bool CharacterDatabaseConnection::Open()
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PREPARE_STATEMENT(CHAR_ADD_INSTANCE_SAVE, "INSERT INTO instance (id,map,resettime,difficulty,completedEncounters,data) VALUES (?, ?, ?, ?, ?, ?)", CONNECTION_ASYNC)
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PREPARE_STATEMENT(CHAR_UPDATE_INSTANCE_DATA, "UPDATE instance SET completedEncounters=?, data=? WHERE id=?", CONNECTION_ASYNC)
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// Game event saves
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PREPARE_STATEMENT(CHAR_DEL_GAME_EVENT_SAVE, "DELETE FROM game_event_save WHERE eventEntry = ?", CONNECTION_ASYNC)
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PREPARE_STATEMENT(CHAR_ADD_GAME_EVENT_SAVE, "INSERT INTO game_event_save (eventEntry, state, next_start) VALUES (?, ? , ?)", CONNECTION_ASYNC)
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// Game event condition saves
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PREPARE_STATEMENT(CHAR_DEL_ALL_GAME_EVENT_CONDITION_SAVE, "DELETE FROM game_event_condition_save WHERE eventEntry = ?", CONNECTION_ASYNC)
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PREPARE_STATEMENT(CHAR_DEL_GAME_EVENT_CONDITION_SAVE, "DELETE FROM game_event_condition_save WHERE eventEntry = ? AND condition_id = ?", CONNECTION_ASYNC)
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PREPARE_STATEMENT(CHAR_ADD_GAME_EVENT_CONDITION_SAVE, "INSERT INTO game_event_condition_save (eventEntry, condition_id, done) VALUES (?, ?, ?)", CONNECTION_ASYNC)
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for (PreparedStatementMap::const_iterator itr = m_queries.begin(); itr != m_queries.end(); ++itr)
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PrepareStatement(itr->first, itr->second.first, itr->second.second);
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