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Add db ping to player events processor, move back into main thread
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@ -15,9 +15,9 @@ const uint32 PROCESS_RETENTION_TRUNCATION_TIMER_INTERVAL = 60 * 60 * 1000; // 1
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// general initialization routine
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void PlayerEventLogs::Init()
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{
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m_process_batch_events_timer.SetTimer(RuleI(Logging, BatchPlayerEventProcessIntervalSeconds) * 1000);
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m_process_retention_truncation_timer.SetTimer(PROCESS_RETENTION_TRUNCATION_TIMER_INTERVAL);
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m_database_ping_timer.SetTimer(10 * 1000); // 10 seconds
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ValidateDatabaseConnection();
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@ -916,6 +916,10 @@ std::string PlayerEventLogs::GetDiscordPayloadFromEvent(const PlayerEvent::Playe
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// general process function, used in world or QS depending on rule Logging:PlayerEventsQSProcess
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void PlayerEventLogs::Process()
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{
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if (m_database_ping_timer.Check()) {
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m_database->ping();
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}
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if (m_process_batch_events_timer.Check() ||
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m_record_batch_queue.size() >= RuleI(Logging, BatchPlayerEventProcessChunkSize)) {
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ProcessBatchQueue();
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@ -113,6 +113,7 @@ private:
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std::map<PlayerEvent::EventType, EtlSettings> m_etl_settings{};
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// timers
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Timer m_database_ping_timer; // database ping timer
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Timer m_process_batch_events_timer; // events processing timer
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Timer m_process_retention_truncation_timer; // timer for truncating events based on retention settings
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@ -182,7 +182,8 @@ int main(int argc, char **argv)
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EQTimeTimer.Start(600000);
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Timer parcel_prune_timer(86400000);
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parcel_prune_timer.Start(86400000);
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Timer player_event_log_process(1000);
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player_event_log_process.Start(1000);
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// global loads
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LogInfo("Loading launcher list");
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@ -385,15 +386,6 @@ int main(int argc, char **argv)
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player_event_logs.Init();
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}
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auto event_log_processor = std::jthread([](const std::stop_token& stoken) {
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while (!stoken.stop_requested()) {
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if (!RuleB(Logging, PlayerEventsQSProcess)) {
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player_event_logs.Process();
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(1000));
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}
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});
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auto loop_fn = [&](EQ::Timer* t) {
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Timer::SetCurrentTime();
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@ -487,6 +479,12 @@ int main(int argc, char **argv)
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shared_task_manager.Process();
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dynamic_zone_manager.Process();
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if (!RuleB(Logging, PlayerEventsQSProcess)) {
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if (player_event_log_process.Check()) {
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player_event_logs.Process();
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}
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}
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if (InterserverTimer.Check()) {
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InterserverTimer.Start();
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database.ping();
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@ -506,8 +504,6 @@ int main(int argc, char **argv)
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EQ::EventLoop::Get().Run();
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event_log_processor.request_stop();
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LogInfo("World main loop completed");
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LogInfo("Shutting down zone connections (if any)");
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zoneserver_list.KillAll();
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