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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:
+25
-5
@@ -34,6 +34,9 @@
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#include "../common/string_util.h"
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#include "../common/rulesys.h"
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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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static const SkillUseTypes TradeskillUnknown = Skill1HBlunt; /* an arbitrary non-tradeskill */
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@@ -1067,7 +1070,7 @@ bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
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if(over_trivial < 0)
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CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);
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Message_StringID(4,TRADESKILL_SUCCEED,spec->name.c_str());
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Message_StringID(4, TRADESKILL_SUCCEED, spec->name.c_str());
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_log(TRADESKILLS__TRACE, "Tradeskill success");
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@@ -1076,16 +1079,24 @@ bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
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//should we check this crap?
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SummonItem(itr->first, itr->second);
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item = database.GetItem(itr->first);
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if (this->GetGroup())
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{
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entity_list.MessageGroup(this,true,MT_Skills,"%s has successfully fashioned %s!",GetName(),item->Name);
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if (this->GetGroup()) {
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entity_list.MessageGroup(this, true, MT_Skills, "%s has successfully fashioned %s!", GetName(), item->Name);
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}
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/* QS: Player_Log_Trade_Skill_Events */
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if (RuleB(QueryServ, PlayerLogTradeSkillEvents)){
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std::string event_desc = StringFormat("Success :: fashioned recipe_id:%i tskillid:%i trivial:%i chance:%4.2f in zoneid:%i instid:%i", spec->recipe_id, spec->tradeskill, spec->trivial, chance, this->GetZoneID(), this->GetInstanceID());
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QServ->PlayerLogEvent(Player_Log_Trade_Skill_Events, this->CharacterID(), event_desc);
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}
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if(RuleB(TaskSystem, EnableTaskSystem))
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UpdateTasksForItem(ActivityTradeSkill, itr->first, itr->second);
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++itr;
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}
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return(true);
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} else {
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}
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/* Tradeskill Fail */
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else {
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success_modifier = 2; // Halves the chance
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if(over_trivial < 0)
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@@ -1097,6 +1108,13 @@ bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
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if (this->GetGroup())
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{
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entity_list.MessageGroup(this,true,MT_Skills,"%s was unsuccessful in %s tradeskill attempt.",GetName(),this->GetGender() == 0 ? "his" : this->GetGender() == 1 ? "her" : "its");
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}
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/* QS: Player_Log_Trade_Skill_Events */
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if (RuleB(QueryServ, PlayerLogTradeSkillEvents)){
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std::string event_desc = StringFormat("Failed :: recipe_id:%i tskillid:%i trivial:%i chance:%4.2f in zoneid:%i instid:%i", spec->recipe_id, spec->tradeskill, spec->trivial, chance, this->GetZoneID(), this->GetInstanceID());
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QServ->PlayerLogEvent(Player_Log_Trade_Skill_Events, this->CharacterID(), event_desc);
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}
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itr = spec->onfail.begin();
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@@ -1106,6 +1124,8 @@ bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
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++itr;
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}
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/* Salvage Item rolls */
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// Rolls on each item, is possible to return everything
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int SalvageChance = aabonuses.SalvageChance + itembonuses.SalvageChance + spellbonuses.SalvageChance;
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// Skip check if not a normal TS or if a quest recipe these should be nofail, but check amyways
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