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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:
+30
-9
@@ -38,6 +38,9 @@ Copyright (C) 2001-2004 EQEMu Development Team (http://eqemulator.net)
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#include "../common/logsys.h"
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#include "zonedb.h"
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#include "string_ids.h"
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#include "queryserv.h"
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extern QueryServ* QServ;
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//static data arrays, really not big enough to warrant shared mem.
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AA_DBAction AA_Actions[aaHighestID][MAX_AA_ACTION_RANKS]; //[aaid][rank]
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@@ -1039,16 +1042,16 @@ void Client::BuyAA(AA_Action* action)
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else
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real_cost = aa2->cost + (aa2->cost_inc * cur_level);
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if(m_pp.aapoints >= real_cost && cur_level < aa2->max_level) {
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SetAA(aa2->id, cur_level+1);
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if (m_pp.aapoints >= real_cost && cur_level < aa2->max_level) {
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SetAA(aa2->id, cur_level + 1);
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mlog(AA__MESSAGE, "Set AA %d to level %d", aa2->id, cur_level+1);
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mlog(AA__MESSAGE, "Set AA %d to level %d", aa2->id, cur_level + 1);
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m_pp.aapoints -= real_cost;
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Save();
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if ((RuleB(AA, Stacking) && (GetClientVersionBit() >= 4) && (aa2->hotkey_sid == 4294967295u))
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&& ((aa2->max_level == (cur_level+1)) && aa2->sof_next_id)){
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&& ((aa2->max_level == (cur_level + 1)) && aa2->sof_next_id)){
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SendAA(aa2->id);
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SendAA(aa2->sof_next_id);
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}
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@@ -1059,10 +1062,28 @@ void Client::BuyAA(AA_Action* action)
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//we are building these messages ourself instead of using the stringID to work around patch discrepencies
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//these are AA_GAIN_ABILITY (410) & AA_IMPROVE (411), respectively, in both Titanium & SoF. not sure about 6.2
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if(cur_level<1)
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Message(15,"You have gained the ability \"%s\" at a cost of %d ability %s.", aa2->name, real_cost, (real_cost>1)?"points":"point");
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else
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Message(15,"You have improved %s %d at a cost of %d ability %s.", aa2->name, cur_level+1, real_cost, (real_cost>1)?"points":"point");
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/* Initial purchase of an AA ability */
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if (cur_level < 1){
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Message(15, "You have gained the ability \"%s\" at a cost of %d ability %s.", aa2->name, real_cost, (real_cost>1) ? "points" : "point");
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/* QS: Player_Log_AA_Purchases */
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if (RuleB(QueryServ, PlayerLogAAPurchases)){
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std::string event_desc = StringFormat("Initial AA Purchase :: aa_name:%s aa_id:%i at cost:%i in zoneid:%i instid:%i", aa2->name, aa2->id, real_cost, this->GetZoneID(), this->GetInstanceID());
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QServ->PlayerLogEvent(Player_Log_AA_Purchases, this->CharacterID(), event_desc);
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}
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}
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/* Ranked purchase of an AA ability */
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else{
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Message(15, "You have improved %s %d at a cost of %d ability %s.", aa2->name, cur_level + 1, real_cost, (real_cost > 1) ? "points" : "point");
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/* QS: Player_Log_AA_Purchases */
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if (RuleB(QueryServ, PlayerLogAAPurchases)){
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std::string event_desc = StringFormat("Ranked AA Purchase :: aa_name:%s aa_id:%i at cost:%i in zoneid:%i instid:%i", aa2->name, aa2->id, real_cost, this->GetZoneID(), this->GetInstanceID());
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QServ->PlayerLogEvent(Player_Log_AA_Purchases, this->CharacterID(), event_desc);
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}
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}
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SendAAStats();
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@@ -1816,7 +1837,7 @@ SendAA_Struct* ZoneDatabase::GetAASkillVars(uint32 skill_id)
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}
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query = StringFormat("SELECT a.cost, a.max_level, a.hotkey_sid, a.hotkey_sid2, a.title_sid, a.desc_sid, a.type, "
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"COALESCE (" //So we can return 0 if it's null.
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"COALESCE(" //So we can return 0 if it's null.
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"(" // this is our derived table that has the row #
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// that we can SELECT from, because the client is stupid.
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"SELECT p.prereq_index_num "
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