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Sync player data to DB when trading and sending emails
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@@ -152,7 +152,8 @@ void Database::updateEmailContent(EmailData* data) {
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sqlite3_step(stmt);
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int attachmentsCount = sqlite3_column_int(stmt, 0);
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data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0; // set attachment flag dynamically
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// set attachment flag dynamically
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data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0;
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sqlite3_finalize(stmt);
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@@ -265,7 +266,7 @@ int Database::getNextEmailIndex(int playerID) {
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return (index > 0 ? index + 1 : 1);
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}
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bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments) {
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bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments, Player *sender) {
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std::lock_guard<std::mutex> lock(dbCrit);
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sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
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@@ -330,6 +331,13 @@ bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments) {
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sqlite3_reset(stmt);
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}
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sqlite3_finalize(stmt);
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if (!_updatePlayer(sender)) {
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std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
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sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
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return false;
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}
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sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
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return true;
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}
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