159 Commits

Author SHA1 Message Date
akkadius
c26a6959e4 #resetaa now covers the function of #resetaa and #refundaa
#resetaa will wipe all AA data, refund the spent points into the available points and send character to character select properly
Removed #refundaa
Removed a lot of debug code for blob conversion
Changed status logging for loads/saves to Debug category
2014-09-22 01:00:28 -05:00
Akkadius
e50cf5c4be - Ported inspect_messages to character_inspect_messages
- Ported character leadership abilities to character_leadership_abilities
- Removed player profile debug printing
- Refactored total time entitled on account to load from the sum of time_played from all characters in character_data
2014-09-06 21:50:29 -05:00
akkadius
ca7dd7d741 - Improved speed of character database conversion x1000 by changing query style
- Adjusted AA MySQL saves for 100x speed increase
- Removed StoreCharacter lookup methods as they will no longer be necessary
- Some other cleanup
2014-09-06 13:53:54 -05:00
Akkadius
ca430e2494 Fix void Database::GetCharName(uint32 char_id, char* name)
Increased MAX_PP_SPELLBOOK to 720 for UF/RoF
Increased MAX_PP_MEMSPELL to 12
Implemented up to 12 spell slots
Fix for public_note default value in bool BaseGuildManager::DBSetGuild(uint32 charid, uint32 guild_id, uint8 rank)
Updated all CastSpell entries to use the appropriate slot type defines located now in zone/common.h
Fixed Guild Loading from character_data
Fixed #guild list
Refactored Merchantlist loading
Refactored Temp Merchantlist loading
Gutted most of dbasync

Added:
LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp);
LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp);
LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp);
LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp);
SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot);
SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);

Removed Zone::LoadTempMerchantData_result(MYSQL_RES* result)
Removed Zone::LoadMerchantData_result(MYSQL_RES* result)
Removed SharedDatabase::GetPlayerProfile
Removed SharedDatabase::SetPlayerProfile
Removed SharedDatabase::SetPlayerProfile_MQ
Removed Zone::DBAWComplete(uint8 workpt_b1, DBAsyncWork* dbaw) from zone.cpp
2014-08-31 17:52:43 -05:00
akkadius
4071d88290 At point of commit:
Basic character data, currency and AA are being loaded/saved from the database, currently working on the rest right now.
- Character blob removed from load for testing. Lots of cleanup yet to be done so don't judge code yet.

Saves:
- 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
2014-08-31 02:53:59 -05:00
akkadius
7f89191ffc Changed zone process window title format, example: 'crushbone :: clients: 6 inst_id: 1 inst_ver: 0 :: port: 7015'
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
2014-08-23 23:59:20 -05:00
KimLS
3b16c86007 Fix for aa effect loading. 2014-08-22 14:50:13 -07:00
KimLS
ca380edfc8 Merge branch 'RunQueryToDatabaseQuery_zone_AA' of https://github.com/addtheice/Server into addtheice-RunQueryToDatabaseQuery_zone_AA 2014-08-22 00:17:53 -07:00
KimLS
07a2cbe9a5 Renamed zone files 2014-08-21 23:46:01 -07:00