Implemented 'Inventory Snapshot' feature

This commit is contained in:
Uleat
2015-09-25 23:07:05 -04:00
parent 41d19c4e8a
commit a1089fccd6
15 changed files with 192 additions and 6 deletions
+11
View File
@@ -1,5 +1,16 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 09/25/2015 ==
Uleat: Implemented 'Inventory Snapshot' feature to track online player inventories at timed intervals.
rules:
'Character:ActiveInvSnapshots' - active (true) or inactive (false - default)
'Character:InvSnapshotMinIntervalM' - minimum time between snapshots (in minutes)
'Character:InvSnapshotMinRetryM' - minimum time to attempt a retry after a failed snapshot (in minutes)
'Character:InvSnapshotHistoryD' - minimum time to keep snapshot entries (in days)
commands:
'#invsnapshot' - Takes a snapshot of target client's inventory (feature active or inactive)
'#clearinvsnapshots [use rule]' - Clears snapshot entries based on bool argument ([true] - honors the 'InvSnapshotHistoryD' rule, [false] - erases all)
== 08/02/2015 ==
Shendare: VS2013 query StringFormat glitches when "%f" is passed for the int GetRunSpeed().
Shendare: In CreateNewNPCCommand(), the npc_type_id and spawngroupid are created in the database, but never set in the spawn class, so later it can't delete them with #npcspawn remove or #npcspawn delete.