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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:
+32
-30
@@ -42,6 +42,9 @@
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#include "quest_parser_collection.h"
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#include "water_map.h"
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#include "worldserver.h"
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#include "queryserv.h"
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extern QueryServ* QServ;
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extern WorldServer worldserver;
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#ifdef _WINDOWS
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@@ -1455,14 +1458,14 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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int exploss = 0;
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mlog(COMBAT__HITS, "Fatal blow dealt by %s with %d damage, spell %d, skill %d", killerMob ? killerMob->GetName() : "Unknown", damage, spell, attack_skill);
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//
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// #1: Send death packet to everyone
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//
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/*
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#1: Send death packet to everyone
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*/
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uint8 killed_level = GetLevel();
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SendLogoutPackets();
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//make our become corpse packet, and queue to ourself before OP_Death.
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/* Make self become corpse packet */
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EQApplicationPacket app2(OP_BecomeCorpse, sizeof(BecomeCorpse_Struct));
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BecomeCorpse_Struct* bc = (BecomeCorpse_Struct*)app2.pBuffer;
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bc->spawn_id = GetID();
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@@ -1471,7 +1474,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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bc->z = GetZ();
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QueuePacket(&app2);
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// make death packet
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/* Make Death Packet */
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EQApplicationPacket app(OP_Death, sizeof(Death_Struct));
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Death_Struct* d = (Death_Struct*)app.pBuffer;
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d->spawn_id = GetID();
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@@ -1484,9 +1487,9 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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app.priority = 6;
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entity_list.QueueClients(this, &app);
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//
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// #2: figure out things that affect the player dying and mark them dead
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//
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/*
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#2: figure out things that affect the player dying and mark them dead
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*/
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InterruptSpell();
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SetPet(0);
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@@ -1541,9 +1544,9 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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//remove ourself from all proximities
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ClearAllProximities();
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//
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// #3: exp loss and corpse generation
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//
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/*
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#3: exp loss and corpse generation
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*/
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// figure out if they should lose exp
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if(RuleB(Character, UseDeathExpLossMult)){
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@@ -1659,27 +1662,21 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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LeftCorpse = true;
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}
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// if(!IsLD())//Todo: make it so an LDed client leaves corpse if its enabled
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// MakeCorpse(exploss);
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} else {
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BuffFadeDetrimental();
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}
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//
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// Finally, send em home
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//
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/*
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Finally, send em home
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// we change the mob variables, not pp directly, because Save() will copy
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// from these and overwrite what we set in pp anyway
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//
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We change the mob variables, not pp directly, because Save() will copy
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from these and overwrite what we set in pp anyway
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*/
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if(LeftCorpse && (GetClientVersionBit() & BIT_SoFAndLater) && RuleB(Character, RespawnFromHover))
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{
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ClearDraggedCorpses();
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RespawnFromHoverTimer.Start(RuleI(Character, RespawnFromHoverTimer) * 1000);
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ClearDraggedCorpses();
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RespawnFromHoverTimer.Start(RuleI(Character, RespawnFromHoverTimer) * 1000);
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SendRespawnBinds();
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}
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else
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@@ -1696,17 +1693,22 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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if(r)
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r->MemberZoned(this);
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dead_timer.Start(5000, true);
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dead_timer.Start(5000, true);
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m_pp.zone_id = m_pp.binds[0].zoneId;
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m_pp.zoneInstance = 0;
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database.MoveCharacterToZone(this->CharacterID(), database.GetZoneName(m_pp.zone_id));
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Save();
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database.MoveCharacterToZone(this->CharacterID(), database.GetZoneName(m_pp.zone_id));
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Save();
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GoToDeath();
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}
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/* QS: PlayerLogDeaths */
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if (RuleB(QueryServ, PlayerLogDeaths)){
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const char * killer_name = "";
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if (killerMob && killerMob->GetCleanName()){ killer_name = killerMob->GetCleanName(); }
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std::string event_desc = StringFormat("Died in zoneid:%i instid:%i by '%s', spellid:%i, damage:%i", this->GetZoneID(), this->GetInstanceID(), killer_name, spell, damage);
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QServ->PlayerLogEvent(Player_Log_Deaths, this->CharacterID(), event_desc);
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}
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parse->EventPlayer(EVENT_DEATH_COMPLETE, this, buffer, 0);
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return true;
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}
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