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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:
+17
-13
@@ -63,7 +63,9 @@
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#include "guild_mgr.h"
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#include <string>
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#include "quest_parser_collection.h"
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#include "queryserv.h"
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extern QueryServ* QServ;
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extern Zone* zone;
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extern volatile bool ZoneLoaded;
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extern WorldServer worldserver;
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@@ -770,38 +772,40 @@ bool Client::Process() {
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return ret;
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}
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//just a set of actions preformed all over in Client::Process
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/* Just a set of actions preformed all over in Client::Process */
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void Client::OnDisconnect(bool hard_disconnect) {
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if(hard_disconnect) {
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LeaveGroup();
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LeaveGroup();
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Raid *MyRaid = entity_list.GetRaidByClient(this);
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if (MyRaid)
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MyRaid->MemberZoned(this);
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parse->EventPlayer(EVENT_DISCONNECT, this, "", 0);
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parse->EventPlayer(EVENT_DISCONNECT, this, "", 0);
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/* QS: PlayerLogConnectDisconnect */
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if (RuleB(QueryServ, PlayerLogConnectDisconnect)){
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std::string event_desc = StringFormat("Disconnect :: in zoneid:%i instid:%i", this->GetZoneID(), this->GetInstanceID());
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QServ->PlayerLogEvent(Player_Log_Connect_State, this->CharacterID(), event_desc);
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}
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}
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Mob *Other = trade->With();
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if(Other)
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{
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mlog(TRADING__CLIENT, "Client disconnected during a trade. Returning their items.");
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Mob *Other = trade->With();
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if(Other) {
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mlog(TRADING__CLIENT, "Client disconnected during a trade. Returning their items.");
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FinishTrade(this);
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if(Other->IsClient())
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Other->CastToClient()->FinishTrade(Other);
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trade->Reset();
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/* Reset both sides of the trade */
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trade->Reset();
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Other->trade->Reset();
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}
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database.SetFirstLogon(CharacterID(), 0); //We change firstlogon status regardless of if a player logs out to zone or not, because we only want to trigger it on their first login from world.
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//remove ourself from all proximities
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/* Remove ourself from all proximities */
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ClearAllProximities();
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_LogoutReply);
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