From f9366553a3680dfcfa90d9887c71a5de1e31ebbe Mon Sep 17 00:00:00 2001 From: akkadius Date: Sun, 21 Sep 2014 01:27:05 -0500 Subject: [PATCH] Blob changelog.txt --- changelog.txt | 94 +++++++++++++++++++++++++++++++++++++++++++++++++ zone/zoning.cpp | 2 -- 2 files changed, 94 insertions(+), 2 deletions(-) diff --git a/changelog.txt b/changelog.txt index a006c9a50..44b72c1df 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,5 +1,99 @@ EQEMu Changelog (Started on Sept 24, 2003 15:50) ------------------------------------------------------- +== 09/21/2014 == +Akkadius: Player Profile Blob to Database Conversion + - Summary: HUGE difference in database speeds reads/writes and 1:10 datasize difference + - The new character storage engine unlike the character_ table before, is able to properly index data and make use of + proper MySQL/MariaDB caching optimizations and performance has increased phenominally + PERFORMANCE AND STATISTICS FIGURES (Varies on hardware): + - EZ Server Character data size of 2.6GB `character_` table alone now takes up approx 600MB + - Character Data Loads take approx .03 seconds BEFORE MySQL/MariaDB cache + - Character Data Loads take approx .001-.0035 seconds AFTER MySQL/MariaDB cache + - Character Data Saves take approx .0001 - .003 for any particular save operation + - Database Auto Conversion: When the 'character_' table exists, World boot-up will queue an auto-conversion prompt and convert all of your characters, BACKUP + YOUR DATABASE BEFORE CONVERTING, here is an EASY backup script: http://wiki.eqemulator.org/p?MySQL_DB_Backup_Script + - On auto conversion, the following tables are created automatically: + - Table: `character_skills` - Stores Character Skills + - Table: `character_languages` - Stores Character Language + - Table: `character_bind` - Stores Character Bind point and Home Bind point designated by is_home bool field + - Table: `character_alternate_abilities` - Stores all Character AA + - Table: `character_currency` - Stores all Platinum/Gold/Silver/Copper and character related currencies + - Table: `character_data` - Stores basic character data (Fields from `character_` table migrated to this table) + - Table: `character_spells` - Stores character spells + - Table: `character_memmed_spells` - Stores character memorized spells + - Table: `character_disciplines` - Stores character disciplines + - Table: `character_material` - Stores character armor dye textures + - Table: `character_tribute` - Stores character tributes + - Table: `character_bandolier` - Stores character bandoliers + - Table: `character_inspect_messages` - Stores character inspection messages (Moved from `character_` table) + - Table: `character_leadership_abilities` - Stores character Leadership AAs + - Loads: Majority of Player profile loads now occur at Client::Handle_Connect_OP_ZoneEntry + LoadCharacterFactionValues(uint32 character_id, faction_map & val_list); + LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterDisciplines(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterSkills(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterData(uint32 character_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp); + LoadCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp); + LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp); + - Saves: Occur all over the code now instead of calling full saves + SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home); + SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp); + SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp); + SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level); + SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); + SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); + SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color); + SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value); + SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value); + SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id); + SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp); + SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name); + SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon); + SaveCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp); + - Deletes: + DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); + DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); + DeleteCharacterDisc(uint32 character_id, uint32 slot_id); + DeleteCharacterBandolier(uint32 character_id, uint32 band_id); + DeleteCharacterLeadershipAAs(uint32 character_id); + - Now occur all over the code and only trigger when necessary + - Two FULL saves when looting a corpse, this has been reduced to just currency saves on initial loot and trimmed to one save since AddToMoneyPP did it already + - Every time a player moves coin with any situation (Splits/Trades/Merchant/Skills/Bank Coin Exchange/Coin Moves), a full save is made, this is now just a currency save + - Every time a player skilled up at a skill vendor, a full blob save hit was made, this is not just a currency hit + - Every time an AA was purchased, a full save was made + - Every time a spell was scribed/swapped, disc was trained + - When a client exists a zone, when a client enters a zone + - NOTE: These amount of excessive saves have caused scalability issues that cause the `character_` table to hang which causes process hangs that affect the whole server + because of the slowness of the `character_` table and the blob not allowing any indexing to occur + - All functions that once depended on the `character_` table are now rewritten to appropriately read from the `character_data` table + - Database query errors that occur during conversion or from and load/save/delete character functions are now leveraged via ThrowDBError and logs now go to + Server_Folder_Root/eqemu_query_error_log.txt (You cannot log errors natively through MySQL) + - DBASYNC IS NOW COMPLETELY REMOVED - This was mainly for Character data async loads/saves and merchantlist loads + - Side implementations: + Perl Exports: + - quest::crosszonesetentityvariablebynpctypeid(npctype_id, id, m_var) - Sets entity variables world wide with specified npctype_id + - quest::crosszonesignalnpcbynpctypeid(npctype_id, data) - Signals all NPC entities world wide with specified npctype_id + - $client->GetTaskActivityDoneCount(TaskID, ActivityID) - Gets task activity done count by task id and activity id for client entity + + VIEW TABLE SIZE AFTER CONVERT: + + SELECT CONCAT(table_schema, '.', table_name) as table_name, + CONCAT(ROUND(table_rows / 1000000, 2), 'M') rows, + CONCAT(ROUND(data_length / ( 1024 * 1024 * 1024 ), 2), 'G') DATA, + CONCAT(ROUND(index_length / ( 1024 * 1024 * 1024 ), 2), 'G') idx, + CONCAT(ROUND(( data_length + index_length ) / ( 1024 * 1024 * 1024 ), 2), 'G') total_size, + ROUND(index_length / data_length, 2) idxfrac + FROM information_schema.TABLES + WHERE `table_name` LIKE 'character_%' + ORDER BY DATA DESC; + == 09/16/2014 == demonstar55: Implement spell formula 137 (BER AA Desperation) Uleat (NateDog): Fix for LoadBuffs() crash when a spell with a non-persistent Illusion effect was loaded. diff --git a/zone/zoning.cpp b/zone/zoning.cpp index 0cbf39a2c..6a8abb6d4 100644 --- a/zone/zoning.cpp +++ b/zone/zoning.cpp @@ -368,8 +368,6 @@ void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instanc outapp->priority = 6; FastQueuePacket(&outapp); - printf("INTERZONE PROCESS\n"); - zone->StartShutdownTimer(AUTHENTICATION_TIMEOUT * 1000); } else { // vesuvias - zoneing to another zone so we need to the let the world server