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Merge #3641
3641: Fix errors introduced by the MySQL C API pull request r=Learath2 a=heinrich5991 For the first one, I'm not sure how this ever worked (the ranks did end up in the DB though). The other one was introduced by a rebase. ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
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commit
f006eee821
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@ -618,7 +618,8 @@ bool CScore::SaveScoreThread(IDbConnection *pSqlServer, const ISqlData *pGameDat
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pSqlServer->BindString(4, g_Config.m_SvSqlServerName);
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pSqlServer->BindString(5, pData->m_GameUuid);
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pSqlServer->Print();
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if(pSqlServer->Step(&End, pError, ErrorSize))
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int NumInserted;
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if(pSqlServer->ExecuteUpdate(&NumInserted, pError, ErrorSize))
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{
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return true;
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}
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@ -743,7 +744,8 @@ bool CScore::SaveTeamScoreThread(IDbConnection *pSqlServer, const ISqlData *pGam
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pSqlServer->BindBlob(4, GameID.m_aData, sizeof(GameID.m_aData));
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pSqlServer->BindString(5, pData->m_GameUuid);
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pSqlServer->Print();
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if(pSqlServer->Step(&End, pError, ErrorSize))
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int NumInserted;
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if(pSqlServer->ExecuteUpdate(&NumInserted, pError, ErrorSize))
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{
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return true;
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}
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@ -1778,7 +1780,7 @@ bool CScore::LoadTeamThread(IDbConnection *pSqlServer, const ISqlData *pGameData
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if(!Found)
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{
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str_copy(pResult->m_aMessage, "You don't belong to this team", sizeof(pResult->m_aMessage));
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return true;
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return false;
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}
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int Since = pSqlServer->GetInt(2);
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@ -1787,7 +1789,7 @@ bool CScore::LoadTeamThread(IDbConnection *pSqlServer, const ISqlData *pGameData
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str_format(pResult->m_aMessage, sizeof(pResult->m_aMessage),
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"You have to wait %d seconds until you can load this savegame",
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g_Config.m_SvSaveGamesDelay - Since);
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return true;
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return false;
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}
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bool CanLoad = pResult->m_SavedTeam.MatchPlayers(
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