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[Player Event Logs] Migrate and Deprecate QS Legacy Logging (#4542)
* First pass of player_event_loot_items * Second pass of player_event_loot_items * Third pass of player_event_loot_items * Example without RecordDetailEvent template * Cleanup the removal of the template * Fourth Pass Add retention for etl tables Rename tables/fields to etl nomenclature Combine database work to one atomic load * Reposition to reduce db tasks * Refactor etl processing for easier additions * Add merchant purchase event testing passed though appears that the event itself has a few bugs. Will fix them in another commit * Fix PlayerEventMerchantPurchase in client_packet.cpp * WIP - Handin * Handin Event added * Cleanup * All a rentention period of 0 days which deletes all current records. * Updates Cleanup and refactor a few items. * Cleanup and Formatting Cleanup and Formatting * Add etl for Playerevent::Trade PlayerEvent::Speech (new event to mirror functionality of qs_speech * Add etl for Playerevent::KilledNPC, KilledNamedNPC and KilledRaidNPC * Add etl for Playerevent::AA_purchase Add etl for Playerevent::AA_purchase * Cleanup before PR * Review comment updates. * Add world cli etl:settings to output a json on all player event details. * Add reserve for all etl_queues Correct a failed test case for improper next id for etl tables when table is first created. * Potential solution for a dedicated database connection for player events. * Simple thread for player_events. Likely there is a better way to do this. * Add zone to qs communications for recordplayerevents First pass of enabling zone to qs direct transport to allow for PlayerEvents to bypass world. * Cleanup a linux compile issue * Add augments to LOOT ITEM and DESTROY ITEM * Add augments to ITEMCREATION, FORAGESUCCESS, FISHSUCCESS, DESTROYITEM, LOOTITEM, DROPPEDITEM, TRADERPURCHASE, TRADERSELL, GUILDTRIBUTEDONATE and cleaned up the naming convention of augments * Formatting fixes * Swap out GetNextTableId * Statically load counter * Add counter.clear() since the counter is static * Upload optional QS conversion scripts * Remove all qs_tables and code referencing them * Update database.cpp * Simplify ProcessBatchQueue * Simplify PorcessBatchQueue * Simplify event truncation * Build event truncation to bulk query by retention groups * Post rebase * Update player_events.h * Fix build * Update npc.cpp * First pass of direct zone to qs sending for player events * Remove keepalive logic * Fix event ordering * Cleanup * Update player_event_logs.cpp * Wipe event data after ETL processed * Split up database connections, hot reload logs for QS * Load rules from database vs qs_database * Update player_event_logs.cpp * Hot toggle queryserv connect --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
This commit is contained in:
+80
-26
@@ -1,27 +1,7 @@
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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2008 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "../common/global_define.h"
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#include "../common/eqemu_logsys.h"
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#include "../common/opcodemgr.h"
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#include "../common/rulesys.h"
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#include "../common/servertalk.h"
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#include "../common/platform.h"
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#include "../common/crash.h"
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#include "../common/strings.h"
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@@ -31,16 +11,21 @@
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#include "queryservconfig.h"
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#include "lfguild.h"
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#include "worldserver.h"
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#include "../common/path_manager.h"
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#include "../common/zone_store.h"
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#include "../common/events/player_event_logs.h"
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#include <list>
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#include <signal.h>
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#include <thread>
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#include "../common/net/servertalk_server.h"
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#include "../common/net/console_server.h"
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#include "../queryserv/zonelist.h"
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#include "../queryserv/zoneserver.h"
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#include "../common/discord/discord_manager.h"
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volatile bool RunLoops = true;
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QSDatabase database;
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QSDatabase qs_database;
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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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@@ -49,6 +34,9 @@ EQEmuLogSys LogSys;
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PathManager path;
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ZoneStore zone_store;
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PlayerEventLogs player_event_logs;
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ZSList zs_list;
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uint32 numzones = 0;
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DiscordManager discord_manager;
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void CatchSignal(int sig_num)
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{
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@@ -76,12 +64,22 @@ int main()
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LogInfo("Connecting to MySQL");
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/* MySQL Connection */
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if (!database.Connect(
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if (!qs_database.Connect(
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Config->QSDatabaseHost.c_str(),
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Config->QSDatabaseUsername.c_str(),
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Config->QSDatabasePassword.c_str(),
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Config->QSDatabaseDB.c_str(),
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Config->QSDatabasePort
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)) {
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LogInfo("Cannot continue without a qs database connection");
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return 1;
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}
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if (!database.Connect(
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Config->DatabaseHost.c_str(),
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Config->DatabaseUsername.c_str(),
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Config->DatabasePassword.c_str(),
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Config->DatabaseDB.c_str(),
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Config->DatabasePort
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)) {
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LogInfo("Cannot continue without a database connection");
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return 1;
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@@ -101,6 +99,61 @@ int main()
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return 1;
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}
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//rules:
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{
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std::string tmp;
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if (database.GetVariable("RuleSet", tmp)) {
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LogInfo("Loading rule set [{}]", tmp.c_str());
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if (!RuleManager::Instance()->LoadRules(&database, tmp.c_str(), false)) {
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LogError("Failed to load ruleset [{}], falling back to defaults", tmp.c_str());
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}
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}
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else {
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if (!RuleManager::Instance()->LoadRules(&database, "default", false)) {
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LogInfo("No rule set configured, using default rules");
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}
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}
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EQ::InitializeDynamicLookups();
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}
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std::unique_ptr<EQ::Net::ConsoleServer> console;
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EQ::Net::ServertalkServerOptions server_opts;
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auto server_connection = std::make_unique<EQ::Net::ServertalkServer>();
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server_opts.port = Config->QSPort;
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server_opts.ipv6 = false;
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server_opts.credentials = Config->SharedKey;
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server_connection->Listen(server_opts);
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LogInfo("Server (TCP) listener started on port [{}]", Config->QSPort);
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server_connection->OnConnectionIdentified(
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"Zone", [&console](std::shared_ptr<EQ::Net::ServertalkServerConnection> connection) {
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numzones++;
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zs_list.Add(new ZoneServer(connection, console.get()));
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LogInfo(
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"New Zone Server connection from [{}] at [{}:{}] zone_count [{}]",
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connection->Handle()->RemoteIP(),
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connection->Handle()->RemotePort(),
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connection->GetUUID(),
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numzones
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);
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}
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);
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server_connection->OnConnectionRemoved(
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"Zone", [](std::shared_ptr<EQ::Net::ServertalkServerConnection> connection) {
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numzones--;
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zs_list.Remove(connection->GetUUID());
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LogInfo(
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"Removed Zone Server connection from [{}] total zone_count [{}]",
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connection->GetUUID(),
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numzones
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);
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}
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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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@@ -109,9 +162,9 @@ int main()
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lfguildmanager.LoadDatabase();
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Timer player_event_process_timer(1000);
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player_event_logs.SetDatabase(&database)->Init();
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player_event_logs.SetDatabase(&qs_database)->Init();
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auto loop_fn = [&](EQ::Timer* t) {
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auto loop_fn = [&](EQ::Timer *t) {
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Timer::SetCurrentTime();
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if (!RunLoops) {
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@@ -124,7 +177,7 @@ int main()
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}
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if (player_event_process_timer.Check()) {
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player_event_logs.Process();
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std::jthread player_event_thread(&PlayerEventLogs::Process, &player_event_logs);
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}
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};
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@@ -133,6 +186,7 @@ int main()
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EQ::EventLoop::Get().Run();
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safe_delete(worldserver);
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LogSys.CloseFileLogs();
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}
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