Theres one too fix..
Code:
if (RunQuery(query, MakeAnyLenString(&query, "SELECT loottable_id, lootdrop_id, multiplier, probability FROM loottable_entries WHERE loottable_id=%i", tmpid), errbuf, &result2)) {
safe_delete_array(query);
tmpLT = (LootTable_Struct*) new uchar[sizeof(LootTable_Struct) + (sizeof(LootTableEntries_Struct) * mysql_num_rows(result2))];
memset(tmpLT, 0, sizeof(LootTable_Struct) + (sizeof(LootTableEntries_Struct) * mysql_num_rows(result2)));
tmpLT->NumEntries = mysql_num_rows(result2);
tmpLT->mincash = tmpmincash;
tmpLT->maxcash = tmpmaxcash;
tmpLT->avgcoin = tmpavgcoin;
i=0;
while ((row = mysql_fetch_row(result2))) {
if (i >= tmpLT->NumEntries) {
mysql_free_result(result);
mysql_free_result(result2);
cerr << "Error in Database::DBLoadLoot, i >= NumEntries" << endl;
return false;
}
tmpLT->Entries[i].lootdrop_id = atoi(row[1]);
tmpLT->Entries[i].multiplier = atoi(row[2]);
tmpLT->Entries[i].probability = atoi(row[3]);
i++;
}
if (!EMuShareMemDLL.Loot.cbAddLootTable(tmpid, tmpLT)) {
mysql_free_result(result);
mysql_free_result(result2);
safe_delete(tmpLT);
cout << "Error in Database::DBLoadLoot: !cbAddLootTable(" << tmpid << ")" << endl;
return false;
}
safe_delete(tmpLT);
mysql_free_result(result2);
The problem is here..
tmpLT = (LootTable_Struct*) new uchar[sizeof(LootTable_Struct) + (sizeof(LootTableEntries_Struct) * mysql_num_rows(result2))];
and its dealloc'd with
safe_delete(tmpLT);
That delete should be a safe_delete_array since it's new'd as uchar[x]
The one in seperator confuses me.. This is the deconstructor
91 ~Seperator() {
92 for (int i=0; i<=maxargnum; i++)
93 safe_delete(arg[i]);
94 safe_delete_array(arg);
95 safe_delete_array(argplus);
96 }
If you have an array of new'd objects, do you need to delete each member of the array, do you need to dealloc each member of the array, and then the array itself ?