Created database revision define, this is located in version.h in common #define CURRENT_BINARY_DATABASE_VERSION 9057
- This revision define will need to be incremented each time a database update is made
- Along with a revision define increment, you will need to update the db_update manifest located in:
- https://raw.githubusercontent.com/EQEmu/Server/master/utils/sql/db_update_manifest.txt
- An entry needs to be made at the bottom of the manifest, the entry is quite simple
- Example: 9057|2014_11_13_spells_new_updates.sql|SHOW COLUMNS FROM `spells_new` LIKE 'disallow_sit'|empty|
- This latest example is checking to see if the spells_new table contains the column 'disallow_sit', if its empty, the update needs to be ran
- More examples of match types below:
# Example: Version|Filename.sql|Query_to_Check_Condition_For_Needed_Update|match type|text to match
# 0 = Database Version
# 1 = Filename.sql
# 2 = Query_to_Check_Condition_For_Needed_Update
# 3 = Match Type - If condition from match type to Value 4 is true, update will flag for needing to be ran
# contains = If query results contains text from 4th value
# match = If query results matches text from 4th value
# missing = If query result is missing text from 4th value
# empty = If the query results in no results
# not_empty = If the query is not empty
# 4 = Text to match
- The manifest contains all database updates 'Required' to be made to the schema, and it will contain a working backport all the way back to SVN -
currently it is tested and backported through the beginning of our Github repo
- On world bootup or standalone run of db_update.pl, users will be prompted with a simple menu that we will expand upon later:
============================================================
EQEmu: Automatic Database Upgrade Check
============================================================
Operating System is: MSWin32
(Windows) MySQL is in system path
Path = C:\Program Files\MariaDB 10.0\bin/mysql
============================================================
Binary Database Version: (9057)
Local Database Version: (9057)
Database up to Date: Continuing World Bootup...
============================================================
Retrieving latest database manifest...
URL: https://raw.githubusercontent.com/EQEmu/Server/master/utils/sql/db_update_manifest.txt
Saved: db_update/db_update_manifest.txt
Database Management Menu (Please Select):
1) Backup Database - (Saves to Backups folder)
Ideal to perform before performing updates
2) Backup Database Compressed - (Saves to Backups folder)
Ideal to perform before performing updates
3) Check for pending Database updates
Stages updates for automatic upgrade...
0) Exit
Created db_update.pl, placed in utils/scripts folder, used for the automatic database update routine (Linux/Windows)
- db_update.pl script created db_version table if not created, if old one is present it will remove it
Created db_dumper.pl, placed in utils/scripts folder, used for the automatic database update routine backups and standalone backups (Linux/Windows)
World will now check the db_update.pl script on bootup, if the db_update.pl script is not present, it will fetch it remotely before running -
when db_update.pl is done running, world will continue with bootup
world.exe db_version - will report database binary version
*OLD AI: Swarm pet would lock on to target until target died, then depop as soon as target died.
*NEW AI: Swarm pet will attack cast on target, NOT perma locked it can change targets if attacked
by something else that generate more hate. When target dies swarm pet will follow owner, if owner is
attacked by something else the swarm pet will attack it (until duration timer despawns the pet).
Updated perl quest function: MakeTempPet(Tspell_id, name=nullptr, duration=0, target=nullptr, sticktarg=0)
Implemented perl quest function: Mob::TypesTempPet(npctypesid, name=nullptr, duration=0, follow=0, target=nullptr, sticktarg=0)
Note: 'sticktarg' field will cause the swarm pet to use the OLD AI
Rule to use OLD AI only - default is disabled.
Optional SQL: utils/sql/git/optional/2014_11_15_SwarmPetTargetLock.sql
Note: This does not allow the raid leader to share raid leader XP
and since the raid leader doesn't gain group leadership, they can't
share that either.
is updated to a newer version. (Had a really nice load script coded..but, the supported version of MySQL doesn't support 'TEMPORARY' procedures, nor commit commands from
'PREPARE(d)' statements... :( )
Currently working: stat bonuses and client side only effects
Currently not working: Mark NPC and others that need more server side work
Currently only tested on UF, Ti and 62 may work, but not tested
SoF, SoD, and RoF need packet translators, which are most likely the same as UF
Default queue size 20 (World:TellQueueSize)
This doe not play well with multiple sessions and a toon crashes and relogs
Normal tells have issues as well.
This gives us a much more straight forward way of setting mob
attack delay with respect to live.
The attack_delay column is in 10ths of seconds, just like weapons are
The attack_speed is left for references for now.
- A 2.4GB character_ table will take 7 seconds to query on a SSD versus .1s on the character_lookup table
- This also causes applications like Magelo to burst reads of the entire character table because of the blob fields that come with the reads, as much as 500-600MB/s even if a indexed id filter is provided
- This field is synchronized on player save and has 0.001s DB hit
- When we split out from the blob, ideally this table can be removed, but it really does no harm in mirroring data when a 2.6GB character table mirrors everything subtracting blob data down to 8MB
- Required SQL: utils\sql\git\required\2014_08_24_character_lookup.sql
Most of the following changes are QueryServ related, fully implemented its original functionality to be able to offload
intensive or metric based logging to a remote server process that could exist on another server entirely
Implemented Player Event Logging Types (Go to table `qs_player_events`):
1 = Player_Log_Quest,
2 = Player_Log_Zoning,
3 = Player_Log_Deaths,
4 = Player_Log_Connect_State,
5 = Player_Log_Levels,
6 = Player_Log_Keyring_Addition,
7 = Player_Log_QGlobal_Update,
8 = Player_Log_Task_Updates,
9 = Player_Log_AA_Purchases,
10 = Player_Log_Trade_Skill_Events,
11 = Player_Log_Issued_Commands,
12 = Player_Log_Money_Transactions,
13 = Player_Log_Alternate_Currency_Transactions,
- All QueryServ logging will be implemented with a front end in EoC 2.0 very soon
Changed all QS Error related logging to 'QUERYSERV__ERROR'
(Natedog) (Crash Fix) Legacy MySQL bug revert for loading AA's COALESCE( from COALESCE (
Implemented Perl Quest objects (LUA still needed to be exported):
- quest::qs_send_query("MySQL query") - Will send a raw query to the QueryServ process, useful for custom logging
- quest::qs_player_event(char_id, event_desc); - Will process a quest type event to table `qs_player_events`
Added MySQL Tables:
- `qs_player_aa_rate_hourly`
- `qs_player_events`
- Source table structures from:
- utils\sql\git\queryserv\required\08_23_2014_player_events_and_player_aa_rate_hourly
To get the complete QueryServ schema, source from here:
- utils\sql\git\queryserv\required\Complete_QueryServ_Table_Structures.sql
Added rules for each logging type, source rules here with them enabled by default:
- utils\sql\git\queryserv\required\Complete_QueryServ_Rules_Enabled.sql
Spawn related logging cleanup
General code cleanup
Added queryserv.cpp and queryserv.h with QueryServ class
consistent across all relevant effects (treating avoidance
and hit chance bonuses equally).
Rule ArcheryHitPenalty will now calc correctly (Was doing basically nothing)
New field npc_types 'Avoidance' (add avoidance bonus to npc)
Rules for setting min / max chance to hit