Bonjour,
Je viens vous demander si c'est vraiment utile de faire la chasse au fuite de mémoire et aux warnings.
Par exemple, modifier les types des variables utilisées dans les boucles (uint32 en uint8), un exemple :
[code=diff]
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 446dd01..09666aa 100755
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -981,7 +981,7 @@ bool Player::Create(uint32 guidlow, CharacterCreateInfo* createInfo)
SetUInt32Value(PLAYER_GUILDRANK, 0);
SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0);
- for (int i = 0; i < KNOWN_TITLES_SIZE; ++i)
+ for (uint8 i = 0; i < KNOWN_TITLES_SIZE; ++i)
SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
@@ -1112,7 +1112,7 @@ bool Player::Create(uint32 guidlow, CharacterCreateInfo* createInfo)
if (oEntry)
{
- for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
+ for (uint8 j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
if (oEntry->ItemId[j] <= 0)
continue;
diff --git a/src/server/game/Server/Protocol/Handlers/CharacterHandler.cpp b/src/server/game/Server/Protocol/Handlers/CharacterHandler.cpp
index ad91663..499c7eb 100755
--- a/src/server/game/Server/Protocol/Handlers/CharacterHandler.cpp
+++ b/src/server/game/Server/Protocol/Handlers/CharacterHandler.cpp
@@ -1252,7 +1252,7 @@ void WorldSession::HandleSetPlayerDeclinedNames(WorldPacket& recv_data)
return;
}
- for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
+ for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
{
recv_data >> declinedname.name[i];
if (!normalizePlayerName(declinedname.name[i]))
@@ -1274,7 +1274,7 @@ void WorldSession::HandleSetPlayerDeclinedNames(WorldPacket& recv_data)
return;
}
- for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
+ for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
CharacterDatabase.EscapeString(declinedname.name[i]);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
@@ -1486,7 +1486,7 @@ void WorldSession::HandleEquipmentSetSave(WorldPacket &recv_data)
eqSet.IconName = iconName;
eqSet.state = EQUIPMENT_SET_NEW;
- for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
uint64 itemGuid;
recv_data.readPackGUID(itemGuid);
@@ -1522,7 +1522,7 @@ void WorldSession::HandleEquipmentSetUse(WorldPacket &recv_data)
sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_EQUIPMENT_SET_USE");
- for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
uint64 itemGuid;
recv_data.readPackGUID(itemGuid);
[/code]
Ou par exemple tous les warnings du compilateur..