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[Logging] Implement Player Event Logging system (#2833)
* Plumbing * Batch processing in world * Cleanup * Cleanup * Update player_event_logs.cpp * Add player zoning event * Use generics * Comments * Add events * Add more events * AA_GAIN, AA_PURCHASE, FORAGE_SUCCESS, FORAGE_FAILURE * FISH_SUCCESS, FISH_FAILURE, ITEM_DESTROY * Add charges to ITEM_DESTROY * WENT_ONLINE, WENT_OFFLINE * LEVEL_GAIN, LEVEL_LOSS * LOOT_ITEM * MERCHANT_PURCHASE * MERCHANT_SELL * SKILL_UP * Add events * Add more events * TASK_ACCEPT, TASK_COMPLETE, and TASK_UPDATE * GROUNDSPAWN_PICKUP * SAY * REZ_ACCEPTED * COMBINE_FAILURE and COMBINE_SUCCESS * DROPPED_ITEM * DEATH * SPLIT_MONEY * TRADER_PURCHASE and TRADER_SELL * DISCOVER_ITEM * Convert GM_COMMAND to use new macro * Convert ZONING event to use macro * Revert some code changes * Revert "Revert some code changes" This reverts commit d53682f997e89a053a660761085913245db91e9d. * Add cereal generation support to repositories * TRADE * Formatting * Cleanup * Relocate discord_manager to discord folder * Discord sending plumbing * Rename UCS's Database class to UCSDatabase to be more specific and not collide with base Database class for repository usage * More discord sending plumbing * More discord message formatting work * More discord formatting work * Discord formatting of events * Format WENT_ONLINE, WENT_OFFLINE * Add merchant purchase event * Handle Discord MERCHANT_SELL formatter * Update player_event_discord_formatter.cpp * Tweaks * Implement retention truncation * Put mutex locking on batch queue, put processor on its own thread * Process on initial bootup * Implement optional QS processing, implement keepalive from world to QS * Reload player event settings when logs are reloaded in game * Set settings defaults * Update player_event_logs.cpp * Update player_event_logs.cpp * Set retention days on boot * Update player_event_logs.cpp * Player Handin Event Testing. Testing player handin stuff. * Cleanup. * Finish NPC Handin. * set a reference to the client inside of the trade object as well for plugins to process * Fix for windows _inline * Bump to cpp20 default, ignore excessive warnings on windows * Bump FMT to 6.1.2 for cpp20 compat and swap fmt::join for Strings::Join * Windows compile fixes * Update CMakeLists.txt * Update CMakeLists.txt * Update CMakeLists.txt * Create 2022_12_19_player_events_tables.sql * [Formatters] Work on Discord Formatters * Handin money. * Format header * [Formatters] Work on Discord Formatters * Format * Format * [Formatters] More Formatter work, need to test further. * [Formatters] More Work on Formatters. * Add missing #endif * [Formatters] Work on Formatters, fix Bot formatting in ^create help * NPC Handin Discord Formatter * Update player_event_logs.cpp * Discover Item Discord Formatter * Dropped Item Discord Formatter * Split Money Discord Formatter * Trader Discord Formatters * Cleanup. * Trade Event Discord Formatter Groundwork * SAY don't record GM commands * GM_Command don't record #help * Update player_event_logs.cpp * Fill in more event data * Post rebase fixes * Post rebase fix * Discord formatting adjustments * Add event deprecation or unimplemented tag support * Trade events * Add return money and sanity checks. * Update schema * Update ucs.cpp * Update client.cpp * Update 2022_12_19_player_events_tables.sql * Implement archive single line * Replace hackers table and functions with PossibleHack player event * Replace very old eventlog table since the same events are covered by player event logs * Update bot_command.cpp * Record NPC kill events ALL / Named / Raid * Add BatchEventProcessIntervalSeconds rule * Naming * Update CMakeLists.txt * Update database_schema.h * Remove logging function and methods * DB version * Cleanup SendPlayerHandinEvent --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com> Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
This commit is contained in:
+97
-35
@@ -24,8 +24,10 @@
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#include "worldserver.h"
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#include "zonedb.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 "bot.h"
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#include "../common/events/player_event_logs.h"
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extern WorldServer worldserver;
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@@ -803,17 +805,12 @@ bool Client::SummonItem(uint32 item_id, int16 charges, uint32 aug1, uint32 aug2,
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safe_delete(inst);
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// discover item and any augments
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if((RuleB(Character, EnableDiscoveredItems)) && !GetGM()) {
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if(!IsDiscovered(item_id)) {
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DiscoverItem(item_id);
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}
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/*
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// Augments should have been discovered prior to being placed on an item.
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for (int iter = AUG_BEGIN; iter < EQ::constants::ITEM_COMMON_SIZE; ++iter) {
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if(augments[iter] && !IsDiscovered(augments[iter]))
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DiscoverItem(augments[iter]);
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}
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*/
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if (
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RuleB(Character, EnableDiscoveredItems) &&
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!GetGM() &&
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!IsDiscovered(item_id)
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) {
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DiscoverItem(item_id);
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}
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return true;
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@@ -822,11 +819,14 @@ bool Client::SummonItem(uint32 item_id, int16 charges, uint32 aug1, uint32 aug2,
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// Drop item from inventory to ground (generally only dropped from SLOT_CURSOR)
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void Client::DropItem(int16 slot_id, bool recurse)
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{
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LogInventory("[{}] (char_id: [{}]) Attempting to drop item from slot [{}] on the ground",
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GetCleanName(), CharacterID(), slot_id);
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LogInventory(
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"[{}] (char_id: [{}]) Attempting to drop item from slot [{}] on the ground",
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GetCleanName(),
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CharacterID(),
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slot_id
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);
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if(GetInv().CheckNoDrop(slot_id, recurse) && !CanTradeFVNoDropItem())
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{
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if (GetInv().CheckNoDrop(slot_id, recurse) && !CanTradeFVNoDropItem()) {
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auto invalid_drop = m_inv.GetItem(slot_id);
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if (!invalid_drop) {
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LogInventory("Error in InventoryProfile::CheckNoDrop() - returned 'true' for empty slot");
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@@ -850,48 +850,84 @@ void Client::DropItem(int16 slot_id, bool recurse)
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}
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invalid_drop = nullptr;
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database.SetHackerFlag(AccountName(), GetCleanName(), "Tried to drop an item on the ground that was nodrop!");
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std::string message = fmt::format(
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"Tried to drop an item on the ground that was no-drop! item_name [{}] item_id ({})",
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invalid_drop->GetItem()->Name,
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invalid_drop->GetItem()->ID
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);
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RecordPlayerEventLog(PlayerEvent::POSSIBLE_HACK, PlayerEvent::PossibleHackEvent{.message = message});
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GetInv().DeleteItem(slot_id);
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return;
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}
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// Take control of item in client inventory
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EQ::ItemInstance *inst = m_inv.PopItem(slot_id);
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if(inst) {
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auto* inst = m_inv.PopItem(slot_id);
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if (inst) {
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if (LogSys.log_settings[Logs::Inventory].is_category_enabled) {
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LogInventory("DropItem() Processing - full item parse:");
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LogInventory("depth: 0, Item: [{}] (id: [{}]), IsDroppable: [{}]",
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(inst->GetItem() ? inst->GetItem()->Name : "null data"), inst->GetID(), (inst->IsDroppable(false) ? "true" : "false"));
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LogInventory(
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"depth: 0, Item: [{}] (id: [{}]), IsDroppable: [{}]",
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(inst->GetItem() ? inst->GetItem()->Name : "null data"),
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inst->GetID(),
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(inst->IsDroppable(false) ? "true" : "false")
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);
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if (!inst->IsDroppable(false))
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if (!inst->IsDroppable(false)) {
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LogError("Non-droppable item being processed for drop by [{}]", GetCleanName());
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}
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for (auto iter1 : *inst->GetContents()) { // depth 1
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LogInventory("-depth: 1, Item: [{}] (id: [{}]), IsDroppable: [{}]",
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(iter1.second->GetItem() ? iter1.second->GetItem()->Name : "null data"), iter1.second->GetID(), (iter1.second->IsDroppable(false) ? "true" : "false"));
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LogInventory(
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"-depth: 1, Item: [{}] (id: [{}]), IsDroppable: [{}]",
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(iter1.second->GetItem() ? iter1.second->GetItem()->Name : "null data"),
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iter1.second->GetID(),
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(iter1.second->IsDroppable(false) ? "true" : "false")
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);
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if (!iter1.second->IsDroppable(false))
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if (!iter1.second->IsDroppable(false)) {
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LogError("Non-droppable item being processed for drop by [{}]", GetCleanName());
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}
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for (auto iter2 : *iter1.second->GetContents()) { // depth 2
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LogInventory("--depth: 2, Item: [{}] (id: [{}]), IsDroppable: [{}]",
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(iter2.second->GetItem() ? iter2.second->GetItem()->Name : "null data"), iter2.second->GetID(), (iter2.second->IsDroppable(false) ? "true" : "false"));
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LogInventory(
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"--depth: 2, Item: [{}] (id: [{}]), IsDroppable: [{}]",
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(iter2.second->GetItem() ? iter2.second->GetItem()->Name : "null data"),
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iter2.second->GetID(),
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(iter2.second->IsDroppable(false) ? "true" : "false")
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);
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if (!iter2.second->IsDroppable(false))
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if (!iter2.second->IsDroppable(false)) {
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LogError("Non-droppable item being processed for drop by [{}]", GetCleanName());
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}
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}
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}
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}
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if (player_event_logs.IsEventEnabled(PlayerEvent::DROPPED_ITEM)) {
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auto e = PlayerEvent::DroppedItemEvent{
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.item_id = inst->GetID(),
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.item_name = inst->GetItem()->Name,
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.slot_id = slot_id,
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.charges = (uint32) inst->GetCharges()
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};
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RecordPlayerEventLog(PlayerEvent::DROPPED_ITEM, e);
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}
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int i = parse->EventItem(EVENT_DROP_ITEM, this, inst, nullptr, "", slot_id);
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if(i != 0) {
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if (i != 0) {
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LogInventory("Item drop handled by [EVENT_DROP_ITEM]");
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safe_delete(inst);
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}
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} else {
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// Item doesn't exist in inventory!
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LogInventory("DropItem() - No item found in slot [{}]", slot_id);
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Message(Chat::Red, "Error: Item not found in slot %i", slot_id);
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Message(
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Chat::Red,
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fmt::format(
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"Error: Item not found in slot {}.",
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slot_id
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).c_str()
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);
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return;
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}
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@@ -904,15 +940,16 @@ void Client::DropItem(int16 slot_id, bool recurse)
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database.SaveInventory(CharacterID(), nullptr, slot_id);
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}
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if(!inst)
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if (!inst) {
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return;
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}
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// Package as zone object
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auto object = new Object(this, inst);
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entity_list.AddObject(object, true);
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object->StartDecay();
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LogInventory("Item drop handled ut assolet");
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LogInventory("[{}] dropped [{}] from slot [{}]", GetCleanName(), inst->GetItem()->Name, slot_id);
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DropItemQS(inst, false);
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safe_delete(inst);
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@@ -1822,6 +1859,18 @@ bool Client::SwapItem(MoveItem_Struct* move_in) {
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MessageString(Chat::Loot, 290);
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parse->EventItem(EVENT_DESTROY_ITEM, this, test_inst, nullptr, "", 0);
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DeleteItemInInventory(EQ::invslot::slotCursor, 0, true);
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if (player_event_logs.IsEventEnabled(PlayerEvent::ITEM_DESTROY)) {
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auto e = PlayerEvent::DestroyItemEvent{
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.item_id = test_inst->GetItem()->ID,
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.item_name = test_inst->GetItem()->Name,
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.charges = test_inst->GetCharges(),
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.reason = "Duplicate lore item",
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};
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RecordPlayerEventLog(PlayerEvent::ITEM_DESTROY, e);
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}
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}
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}
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return true;
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@@ -1835,6 +1884,16 @@ bool Client::SwapItem(MoveItem_Struct* move_in) {
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EQ::ItemInstance *inst = m_inv.GetItem(EQ::invslot::slotCursor);
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if(inst) {
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parse->EventItem(EVENT_DESTROY_ITEM, this, inst, nullptr, "", 0);
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if (player_event_logs.IsEventEnabled(PlayerEvent::ITEM_DESTROY)) {
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auto e = PlayerEvent::DestroyItemEvent{
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.item_id = inst->GetItem()->ID,
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.item_name = inst->GetItem()->Name,
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.charges = inst->GetCharges(),
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.reason = "Client destroy cursor",
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};
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RecordPlayerEventLog(PlayerEvent::ITEM_DESTROY, e);
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}
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}
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DeleteItemInInventory(move_in->from_slot);
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@@ -1867,10 +1926,13 @@ bool Client::SwapItem(MoveItem_Struct* move_in) {
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if(!banker || distance > USE_NPC_RANGE2)
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{
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auto hacked_string = fmt::format("Player tried to make use of a banker(items) but {} is "
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"non-existant or too far away ({} units).",
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banker ? banker->GetName() : "UNKNOWN NPC", distance);
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database.SetMQDetectionFlag(AccountName(), GetName(), hacked_string, zone->GetShortName());
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auto message = fmt::format(
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"Player tried to make use of a banker (items) but banker [{}] is "
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"non-existent or too far away [{}] units",
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banker ? banker->GetName() : "UNKNOWN NPC", distance
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);
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RecordPlayerEventLog(PlayerEvent::POSSIBLE_HACK, PlayerEvent::PossibleHackEvent{.message = message});
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Kick("Inventory desync"); // Kicking player to avoid item loss do to client and server inventories not being sync'd
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return false;
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}
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