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https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Changed zone process window title format, example: 'crushbone :: clients: 6 inst_id: 1 inst_ver: 0 :: port: 7015'
Most of the following changes are QueryServ related, fully implemented its original functionality to be able to offload
intensive or metric based logging to a remote server process that could exist on another server entirely
Implemented Player Event Logging Types (Go to table `qs_player_events`):
1 = Player_Log_Quest,
2 = Player_Log_Zoning,
3 = Player_Log_Deaths,
4 = Player_Log_Connect_State,
5 = Player_Log_Levels,
6 = Player_Log_Keyring_Addition,
7 = Player_Log_QGlobal_Update,
8 = Player_Log_Task_Updates,
9 = Player_Log_AA_Purchases,
10 = Player_Log_Trade_Skill_Events,
11 = Player_Log_Issued_Commands,
12 = Player_Log_Money_Transactions,
13 = Player_Log_Alternate_Currency_Transactions,
- All QueryServ logging will be implemented with a front end in EoC 2.0 very soon
Changed all QS Error related logging to 'QUERYSERV__ERROR'
(Natedog) (Crash Fix) Legacy MySQL bug revert for loading AA's COALESCE( from COALESCE (
Implemented Perl Quest objects (LUA still needed to be exported):
- quest::qs_send_query("MySQL query") - Will send a raw query to the QueryServ process, useful for custom logging
- quest::qs_player_event(char_id, event_desc); - Will process a quest type event to table `qs_player_events`
Added MySQL Tables:
- `qs_player_aa_rate_hourly`
- `qs_player_events`
- Source table structures from:
- utils\sql\git\queryserv\required\08_23_2014_player_events_and_player_aa_rate_hourly
To get the complete QueryServ schema, source from here:
- utils\sql\git\queryserv\required\Complete_QueryServ_Table_Structures.sql
Added rules for each logging type, source rules here with them enabled by default:
- utils\sql\git\queryserv\required\Complete_QueryServ_Rules_Enabled.sql
Spawn related logging cleanup
General code cleanup
Added queryserv.cpp and queryserv.h with QueryServ class
This commit is contained in:
+31
-37
@@ -33,56 +33,47 @@
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volatile bool RunLoops = true;
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uint32 MailMessagesSent = 0;
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uint32 ChatMessagesSent = 0;
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TimeoutManager timeout_manager;
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Database database;
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LFGuildManager lfguildmanager;
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std::string WorldShortName;
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const queryservconfig *Config;
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WorldServer *worldserver = 0;
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void CatchSignal(int sig_num) {
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RunLoops = false;
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void CatchSignal(int sig_num) {
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RunLoops = false;
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if(worldserver)
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worldserver->Disconnect();
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}
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int main() {
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RegisterExecutablePlatform(ExePlatformQueryServ);
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set_exception_handler();
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Timer LFGuildExpireTimer(60000);
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set_exception_handler();
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Timer LFGuildExpireTimer(60000);
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Timer InterserverTimer(INTERSERVER_TIMER); // does auto-reconnect
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/* Load XML from eqemu_config.xml
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<qsdatabase>
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<host>127.0.0.1</host>
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<port>3306</port>
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<username>user</username>
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<password>password</password>
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<db>dbname</db>
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</qsdatabase>
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*/
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_log(QUERYSERV__INIT, "Starting EQEmu QueryServ.");
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if (!queryservconfig::LoadConfig()) {
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_log(QUERYSERV__INIT, "Loading server configuration failed.");
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return 1;
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}
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Config = queryservconfig::get();
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if(!load_log_settings(Config->LogSettingsFile.c_str()))
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_log(QUERYSERV__INIT, "Warning: Unable to read %s", Config->LogSettingsFile.c_str());
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else
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_log(QUERYSERV__INIT, "Log settings loaded from %s", Config->LogSettingsFile.c_str());
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WorldShortName = Config->ShortName;
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Config = queryservconfig::get();
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WorldShortName = Config->ShortName;
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_log(QUERYSERV__INIT, "Connecting to MySQL...");
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/* MySQL Connection */
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if (!database.Connect(
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Config->QSDatabaseHost.c_str(),
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Config->QSDatabaseUsername.c_str(),
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@@ -93,6 +84,12 @@ int main() {
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return 1;
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}
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/* Initialize Logging */
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if (!load_log_settings(Config->LogSettingsFile.c_str()))
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_log(QUERYSERV__INIT, "Warning: Unable to read %s", Config->LogSettingsFile.c_str());
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else
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_log(QUERYSERV__INIT, "Log settings loaded from %s", Config->LogSettingsFile.c_str());
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if (signal(SIGINT, CatchSignal) == SIG_ERR) {
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_log(QUERYSERV__ERROR, "Could not set signal handler");
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return 1;
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@@ -102,16 +99,15 @@ int main() {
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return 1;
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}
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/* Initial Connection to Worldserver */
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worldserver = new WorldServer;
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worldserver->Connect();
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worldserver->Connect();
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/* Load Looking For Guild Manager */
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lfguildmanager.LoadDatabase();
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while(RunLoops) {
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Timer::SetCurrentTime();
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while(RunLoops) {
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Timer::SetCurrentTime();
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if(LFGuildExpireTimer.Check())
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lfguildmanager.ExpireEntries();
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@@ -119,10 +115,8 @@ int main() {
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if (worldserver->TryReconnect() && (!worldserver->Connected()))
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worldserver->AsyncConnect();
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}
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worldserver->Process();
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timeout_manager.CheckTimeouts();
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worldserver->Process();
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timeout_manager.CheckTimeouts();
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Sleep(100);
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}
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}
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