Hopefully resolves issues with toons on Titanium spawning out of bounds
when starting in tutorial.
Resolves setting home bind to tutorial and being out of bounds.
Not sure what I screwed up, could of sworn it was working right before,
but that was also 3 AM or something
Rewrote UF's OP_BuffCreate to use the Write* functions which are a bit
more straight forward
There is a small display bug with the initial cast of the spell,
but it updates quickly enough that it shouldn't be too noticeable
This still needs to be fixed though
Changed SendBuffDurationPacket to take a Buffs_Struct by reference
to allow more of the data to be obtained without more params
Added Client::SendBuffNumHitPacket(Buffs_Struct &buff, int slot)
Tribute uninitialized value database conversion fix
Tribute load fix (Lost in translation)
Changed Tribute 0 value to 0xFFFFFFFF instead of 0
Sanity check for unitialized tribute value on load
#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
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.
At the end of conversion, character_ table will be renamed to character_old so that it does not get hit with trying to convert next world bootup
Added some file logging during the initial conversion routine
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.
This was the easiest way to NPCs delay settings to be sane in the database.
The functions are cleaner since there is no specific logic to change
behavior depending on if they're a client or not.
Corrected some character name reservation logic
Adjusted telnet console so it does not throw 'Command Unknown' when simply hitting enter key
Adjusted System MSG for worldshutdown to use minutes instead of seconds
Added warning for when Shared platinum is disabled at the rule level for players to NOT put platinum in the shared bank when they insert platinum in the shared platinum slot
Changed a place in the code where disciplines were trained, someone had uint16 allocated to CharacterID and this was causing issues for characters with large ID's in the database
Added a fix for bind points getting overwritten with invalid zone data, setting everything to 0,0,0,0 - Since I've added this change I've had no issues for players
Fixed some spell book swap logic in the code, removed swap function.
Fixed issue with guild ranks not loading properly
Commented out some of the non-working tell-que code
Took out some of the auto increment settings in the auto database conversion that don't affect anything anyways
Added some additional escape string sequences for queries that needed them
Added ThrowDBError logging to catch any potential query issues with saves or load functions
- 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
- Need to convert a list of functions and columns and should be ready to start intensive testing phase
- All preliminary tests show things working great
- All of player profile is saved and loaded from the database
- DBAsync has been completely removed from all code
- Removed zone/dbasync.cpp/.h
- Removed common/dbasync.cpp/.h
- Removed dbasync from cmake commmon and zone
- Cleaned up a ton of functions
- Added several tables to world CheckDatabaseConversions script:
- `character_skills`
- `character_languages`
- `character_bind`
- `character_alternate_abilities`
- `character_currency`
- `character_data`
- `character_spells`
- `character_memmed_spells`
- `character_disciplines`
- `character_material`
- `character_tribute`
- `character_bandolier`
- `character_potionbelt`
- Character select now loads from `character_data`
- Character creation now creates to `character_data`
- Updated function Database::UpdateName to use `character_data`
- Updated function Database::CheckUsedName to use `character_data`
- Updated function Database::MoveCharacterToZone to use `character_data`
- Updated function Database::SetLoginFlags to use `character_data`
- Updated function Database::SetFirstLogon to use `character_data`
- Updated function Database::SetLFG to use `character_data`
- Removed CopyCharacter functions and commands, to be recreated later since it never worked to begin with
- Removed SharedDatabase::SetPlayerProfile
- Trimmed down redundant case switch statements for World sendpackets to QueryServ
- Added Character Methods to Database class:
Loads:
bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
Saves:
bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp);
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
bool SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot);
bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
Deletes:
bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
Secrets: Fixed promotion, demotion, transferring a leader and displaying of client ranks in the Rain of Fear client. The rain of fear client, as such, will only have 3 ranks like the other clients, but supports a theoretical 8 ranks later.
Secrets/Akkadius: Fixed an issue involving character name lookup in the new DB code.
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
- 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
Param 0: Sets max distance you need to be away from an npc for it to chase you.
Param 1: Sets min distance you need to be from npc for it to chase you.
Usage: Ideally used with ranged attack npcs / casters who you DO NOT WANT
to chase you unless you get too close or too far or out of sight.
if set by special attack 11, also changed paramater 0 (which was
incorrectly set as both 'amount of attacks' and 'min range'
0 = amount attacks
4 = min attack range
Fix to spell directional effect targeting.
This fixes an issue with clang compiling C files.
(Note: this does not mean clang is supported yet)
Ideally, this should check the compiler for -std=c++11 support,
then check -std=c++0x if the previous failed, then error if that
fails as well.
commit 5d074ea998
Author: Michael Cook <mcook@mackal.net>
Date: Thu Jun 5 02:57:56 2014 -0400
Update LS default entry in example config
commit e9c4613368
Merge: 3690f93dd73b82
Author: KimLS <KLS@peqtgc.com>
Date: Wed Jun 4 18:32:48 2014 -0700
Merge branch 'master' into water_map_v2
commit 3690f93302
Author: KimLS <KLS@peqtgc.com>
Date: Sat May 31 16:32:15 2014 -0700
Fix for fear failing, removed #fear command because it was blank anyway, added a cmake command to change the default map/water/path directory
commit dd73b82ec2
Author: KimLS <KLS@peqtgc.com>
Date: Tue May 27 16:16:06 2014 -0700
Fix for a problem with global player quests and hasquestsub
commit 8a5405060f
Author: KimLS <KLS@peqtgc.com>
Date: Fri May 23 17:39:16 2014 -0700
Fix for string.h missing in water map
commit 83270d0983
Author: KimLS <KLS@peqtgc.com>
Date: Fri May 23 16:10:23 2014 -0700
Merge from master stuff
commit fd4343702f
Merge: 0483e8b5af47c5
Author: KimLS <KLS@peqtgc.com>
Date: Fri May 23 16:09:46 2014 -0700
Merge branch 'master' into water_map_v2
commit 0483e8bd1b
Author: KimLS <KLS@peqtgc.com>
Date: Fri May 23 16:08:02 2014 -0700
Removed the logging now that the issue is resolved
commit 39cbdbd5c2
Author: KimLS <KLS@peqtgc.com>
Date: Fri May 23 15:54:26 2014 -0700
Debug logs for map, also can actually turn perl off on zone
commit 3a2ccd7521
Author: KimLS <KLS@peqtgc.com>
Date: Wed May 21 17:30:54 2014 -0700
Added loading of v2 regular maps, also #bestz will report water info even if a reg map failed to load.
commit 8c92271804
Author: KimLS <KLS@peqtgc.com>
Date: Tue May 20 00:14:26 2014 -0700
Initial v2 water map format.
Fixed crash where 'attacker' validation is not being checked
Removed petition console spam that does not follow traditional logging and is useless
Made fix with SympatheticProcChances where it was checking for TempItem->Focus.Effect instead of TempItemAug->Focus.Effect
Scales spell power based on targets distance from caster.
This implemented in a broad way to function with spells
that would make sense to scale. Some work will still be needed on this.
Be aware if making custom
spells not everything will work and certain effects just
should not be included (use common sense).
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
Implemented innate defensive and range procs
Implemented ability to fine tune AI casting behavior/timers
Global rules for AI casting behavior/timers
NPC Ranged attack updates, set skill and ammo type in npc_types
Various clean ups in attack related functions.
Other minor fixes.
See Change Log, +required, +optional SQL
Revised Assassinate mechanic so damage now receives all backstab bonuses, proc chance can be set to either (lives new Proc Per minute
system, or flat chance based on dex (formula updated). Assassinate can now proc from THROW if behind target, various other adjustments.
Required SQL for AA updates
Revised HeadShot mechanic so damage now recieves all archery bonuses, proc chance can be set to either (lives new Proc Per minute
system, or flat chance based on dex (formula updated).
Required SQL for AA data
Optional SQL for rules
Live PATCH 5-20-14 Note: "Updated all spells which
use Remove Detrimental and Cancel Beneficial spell
effects to use a new method. The chances for those
spells to affect their targets have not changed unless
otherwise noted"
Support added for new base values to give
a nearly equivelent result.
(Ie. Will work for values pre and post change)
-Fix for calculation error when rune was to be removed.
-Updated to support these spell effect limit values which
give a max amount per hit/spell that can be mitigated.
-Updated to allow support for these spells effects when
the max (rune value) is set to zero, which essentially
gives you unlimited mitigation but typically there is
a limit value set.
SE_SkillProcSuccess (now implemented correctly)
to function more accurately and efficiently, AA supported.
This may need to be updated in the future, if more live
spells readily become avialable to test with.
Updated SE_SympatheticProc - Revised proc rate formula to be accurate to live.
Sympathetic foci on items with proc rate mod will now benefit from that modifier.
Sympathetic foci can now be placed on AA's (This should always be slot1 in the AA)
Implemented SE_IllusionPersistence- Allows illusions to last until you die or the illusion is forcibly removed.
Added rule 'PreNerftBardAEDot' for SE_BardAEDot to allow it to once again do damage to moving targets. (Set to true)
Revised Assassinate mechanic so damage now receives all backstab bonuses, proc chance can be set to either (lives new Proc Per minute
system, or flat chance based on dex (formula updated). Assassinate can now proc from THROW if behind target, various other adjustments.
Required SQL for AA updates
Revised HeadShot mechanic so damage now recieves all archery bonuses, proc chance can be set to either (lives new Proc Per minute
system, or flat chance based on dex (formula updated).
Required SQL for AA data
Optional SQL for rules
Live PATCH 5-20-14 Note: "Updated all spells which
use Remove Detrimental and Cancel Beneficial spell
effects to use a new method. The chances for those
spells to affect their targets have not changed unless
otherwise noted"
Support added for new base values to give
a nearly equivelent result.
(Ie. Will work for values pre and post change)
-Fix for calculation error when rune was to be removed.
-Updated to support these spell effect limit values which
give a max amount per hit/spell that can be mitigated.
-Updated to allow support for these spells effects when
the max (rune value) is set to zero, which essentially
gives you unlimited mitigation but typically there is
a limit value set.
** Change to Client::SummonItem() to enforce valid item/augment combinations. (Run the optional sql file first, before posting any
SummonItem() failure issues in the forums.)
Removed all the old rune flags now that none of them are used.
Fixed issues where runes would not fade properly if damage = remaing rune amount
Fixed issue where runes would stop absorbing damage if you had multiple runes.
Uleat: Added 'BOTS' conversion code to supplement the database 'PlayerProfile' blob conversion that Akkadius recently implemented.
Note: This automatic conversion uses the view `vwbotcharactermobs` as an update vector. If you need/would like for the converter to run on
previously and/or manually changed code, or just have a need for it to re-run, change the following in the database view and save:
"c.`last_login`," to "c.`timelaston`,"
"c.`zone_id`" to "c.`zoneid`"
"FROM `character_data` AS c" to "FROM `character_old` AS c"
** This will only work if you haven't deleted your `character_old` table **
== 10/07/2014 ==
demonstar55: Identified tutorial flag in all charcreate packets, reworked logic to correctly set homes binds
== 10/05/2014 ==
Uleat: Added Server<->Corpse slot translators needed for re-enumeration (inactive until phased in)
== 10/03/2014 ==
Uleat: Fixed Ti(6.2) OP_AugmentInfo translation that I broke (does not currently need and I mis-read a process)
Uleat: Moved client patch OP_LootItem slot translation to external handlers
== 10/02/2014 ==
Kayen: Exported to PERL $client->SendSpellAnim(targetid, spellid)
This function sends the spell graphic of a spell without actually having to cast the spell.
== 10/02/2014 ==
Uleat: First round of Ti/6.2 translators added - needed for re-enumeration
== 10/01/2014 ==
Kayen: Exported to PERL $client->SendColoredText(color, msg)
demonstar55: Exported SendColoredText to lua
== 09/30/2014 ==
Uleat: Implemented click-casting from bag slots for clients that natively support it (RoF)
== 09/28/2014 ==
demonstar55: Add support for post June 18, 2014 Hundred Hands Effect spells (they changed the formula and stuff)
set Spells:Jun182014HundredHandsRevamp to true if you're using a spell file from June 18, 2014+
== 09/27/2014 ==
Kayen: Implemented perl function $mob->GetSpellStat(spell_id, identifier, slot);
Note: identifier is the stat field in spells_new, slot is used for certain effects like effectid, base,base2, max ect.
Example $mob->GetSpellStat(121, "range"); //Returns spell range
Example $mob->GetSpellStat(121, "effectid", 1); //Returns the the value of effectid1
This will allow you to pull almost all the data for any spell in quest files.
demonstar55: Move the client's SetAttackTimer to the end of Client::CalcBonuses to keep the haste in sync
demonstar55: Correct haste/slow "stacking" rules
demonstar55: Correct SE_AttackSpeed4 to respect unslowable
demonstar55: Make the haste be between 1-225 like the client (<100 = slow, >100 = haste) to ...
demonstar55: Correct Hundred Hands effect and use formula provided by devs
== 09/24/2014 ==
Uleat: Re-ordered server opcodes and handlers to give them some predictability of location (I need this for the inventory re-enumeration.)
demonstar55: Added helper function bool EQEmu::IsTradeskill(uint32 skill)
== 09/23/2014 ==
Kayen: Spell recourse effects will now be applied AFTER the base spells effects have been applied (consistent with live).
Kayen: SE_ApplySpell and SE_TriggerSpell will now be applied based on which effect slot they are used in (instead of always before all spell effects are checked).
Note: If a spell has multiple SE_TriggerSpell effects within it. Only one will be able to trigger. (If you want multiple spells use SE_ApplySpell)
== 09/22/2014 ==
Akkadius: #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
Akkadius: Removed #refundaa
Akkadius: Removed a lot of debug code for blob conversion
Akkadius: Changed status logging for loads/saves to Debug category
== 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
- 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,
demonstar55: Fix crash in SendEnterWorld on illegally long names
demonstar55: The client only lets you enter 15 characters for your name (UF at least)
demonstar55: Add rule Spells:SHDProcIDOffByOne for pre-UF spell file, set to true, UF+ set to false
KLS: #suspend and #ban now have required messages to record the reason for the ban/suspension.
== 09/19/2014 ==
demonstar55: Added Client::Tell_StringID (used in tell queue messages)
demonstar55: Tell queues (and offline) messages now show correctly
demonstar55: Fix starting with capital check
== 09/18/2014==
demonstar55: Implement tell queues
Currently set to a limit of 20 by default (World:TellQueueSize) I was unable to hit the limit on live though (100+)
The required SQL nukes the old tell queue table, which may or may not be in your DB
Optional SQL adds the rule to the DB to allow easy of change
Note: this does not play well with multiple sessions with the same name on (crash and relog and have multiple sessions) but normal tells don't play well either
== 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.
demonstar55: Fix some effect calcs + implement more (derived from the client)
== 09/15/2014 ==
Kayen: Nimbus effects will now be reapplied after zoning and will be removed when associated buff fades.
Akkadius: Fixed ROF Augment item dupe with not checking for available slots properly and adding items to the virtual instance
== 09/06/2014 ==
Uleat: Tweaked 'Smart' trading code to return main slots before sub slots in stackable and free space search processes. (If enough people ask for it, I'll add an optional rule to allow 'bag packing' - the original implementation behavior)
== 09/05/2014 ==
Uleat: Fix for cursor item loss when zoning. (Thanks to the other devs who traced and fixed the 'macro' issue!)
demonstar55: Fix size getting nuked with lua's SendIllusionPacket
== 09/03/2014 ==
Secrets: Identified the routines needed to augment items in RoF. Currently, only Insert and Remove are supported. Swap and Destroy do not work due to missing functions related to the cursor.
demonstar55: Added work around command to show numhits on your buffs (#shownumhits)
Uleat: Fix for timer issue introduced by Zone::ShutDown() fix.
== 09/02/2014 ==
Secrets: Identified OP_GuildPromote for RoF clients.
Secrets: Fixed promotion, demotion, transferring a leader and displaying of client ranks in the Rain of Fear client. The rain of fear client, as such, will only have 3 ranks like the other clients, but supports a theoretical 8 ranks later.
Secrets/Akkadius: Fixed an issue involving character name lookup in the new DB code.
demonstar55: crash fix checking DivineAura in hate_list.cpp
Secrets: Reverted some code that got in the main branch that shouldn't have gotten there.
Uleat: Changed #loc to report the same precision as /loc for Cartesians
== 08/31/2014 ==
KLS: Fixed a bug in fishing in S3D zones
KLS: Fixed a bug in turnins with new any abstraction
demonstar55: (noudess) Merchants should be more descriptive of why they don't sell to you
== 08/26/2014 ==
Uleat: Implemented 'Smart' Player Trade transfers. Trades are processed by containers, stackables and then all remaining. QueryServ logs have been updated to match these transactions.
Note: QueryServ logs previously listed 'Items' on the main entry table. This indicated the number of slots affected and not the actual number of items.
This field now indicates the actual number of items transferred. For non-stackable, the value is '1' and stackable is the number of charges. A _detail_count
property has been added to both 'Trade' and 'Handin' structs to indicate the number of details recorded..though, not tracked..it could be added.
== 08/24/2014 ==
Uleat: Fix (attempted) for zone crashes related to zone shut-down. This change disables all Mob AI and disables/deletes all Mob timers once Zone::ShutDown() is called. More areas will be addressed as reports come in.
Note: Perl and Lua quests tested to work..please post any aberrant behavior. (I finally set my spell-check to US English...)
Akkadius: Character creation process crash fix and query cleanup
Akkadius: Created `character_lookup` table for applications that mirrors all `character_` table fields minus blob fields for application lookups
- 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
Uleat: Rework of Trade::FinishedTrade() and Trade::ResetTrade() to parse items a little more intelligently.
Trade window items are now sent to client inventory in this order:
- Bags
- Partial stack movements
- All remaining items
If any of these procedures cause any problems, please post them immediately.
== 08/20/2014 ==
Uleat: Rework of Trade::AddEntity() - function used to move items into the trade window. Now accepts argument for 'stack_size' and updates client properly.
Note: I tested trade with Titanium:{SoF,SoD,UF,RoF} in both directions and no client generated an OP_MoveItem event for attempting to place a stackable
onto a partial stack already in the trade window. The only way to achieve stacking is to click on the receiving client. If there is a partial stack remaining
on the cursor after the OP_MoveItem event, and there is room available, the client will generate subsequent events to move the remaining count.
== 08/19/2014 ==
Akkadius: Implemented a Stop_Return feature (Accidental item handin prevention) that will be symmetrically used with plugin::return_items that I am currently running live testing on EZ before releasing to EQEmu. This does not hurt to have this in the source.
Akkadius: Fixed crash where 'attacker' validation is not being checked
Akkadius: Removed petition console spam that does not follow traditional logging and is useless
Akkadius: Made fix with SympatheticProcChances where it was checking for TempItem->Focus.Effect instead of TempItemAug->Focus.Effect
== 08/18/2014 ==
Uleat: Fix for https://github.com/EQEmu/Server/issues/127 -- also activated a remarked action in doors.cpp to eliminate a memory leak.
== 08/16/2014 ==
KLS: (addmoreice) Trying out some unstable DB changes. Do backup your database before trying them as master will be considered unstable for a few days at least.
Uleat (Noudness): Fixed a floating-point comparison error that led to the notorious 'client bounce' (this is not related to the
'mob falling' due to not having maps installed.) This fix also eliminates a sizeable amount of unnecessary out-going packets due
to invalid orientation corrections.
Note: This patch is probably of significant enough importance that admins may wish to manually apply this to older server builds.
The number of packets reduced per second should be approximately (num_stationary_close_clients * (num_close_clients - 1)). This will
likely have the most effect in zones like: Nexus, Bazaar, Guilds (Halls) and RAID INSTANCES - where players don't move around a lot.
== 08/15/2014 ==
Uleat: Reactivated the Bot::Spawn() code for sending post-spawn wear change updates..temporary until I can sort out the proper usage.
== 08/13/2014 ==
Uleat (Kingly_Krab): Fix for bot chest armor graphic glitch. (fix also caused RoF #wc to work properly)
== 08/02/2014 ==
Kayen: Implemented spell_news fields
- npc_no_los (check if LOS is required for spells)
- InCombat, OutofCombat - Used together to restrict spells to only be cast while
in/out of combat (beneficial) or if target is in/out of combat (detrimental).
-min_dist, min_dist_mod, max_dist, max_dist_mod - Scales spell power based on targets distance from caster.
*This will require further work to fully implement but will work with 90% of live spells as is.
*If making custom spells do not include effects that can't be scaled (like a spell trigger)
- min_rage sets minimum distance range that must be away from target.
staticconstuint16MAP_TRIBUTE_SIZE=Titanium::consts::MAP_TRIBUTE_SIZE;// server is setup for 'presumed' Titanium value of 5..if Titanium::consts is changed, hard-code this to '5' until server/db is updated
staticconstuint16MAP_TROPHY_TRIBUTE_SIZE=0;
staticconstuint16MAP_GUILD_TRIBUTE_SIZE=0;
staticconstuint16MAP_MERCHANT_SIZE=0;
staticconstuint16MAP_DELETED_SIZE=0;
staticconstuint16MAP_CORPSE_SIZE=RoF2::consts::MAP_CORPSE_SIZE;// no bitmask use..limits to size of client corpse window (see EQLimits::InventoryMapSize(MapCorpse, <EQClientVersion))
_log(NET__APP_TRACE,"Queueing %sacked packet with opcode 0x%x (%s) and length %d",ack_req?"":"non-",opcode,OpcodeManager::EmuToName(pack->emu_opcode),pack->size);
if(RunQuery(query,MakeAnyLenString(&query,"Select name,profile,timelaston,guildrank,publicnote from character_ where guild=%i",guild_id),errbuf,&result)){
if(RunQuery(query,MakeAnyLenString(&query,"UPDATE character_ SET guild=%i, guildrank=%i WHERE name='%s'",guild_id,guildrank,name),errbuf,0,&affected_rows)){
safe_delete_array(query);
if(affected_rows==1)
returntrue;
else
returnfalse;
}
else{
LogFile->write(EQEMuLog::Error,"Error in SetGuild query '%s': %s",query,errbuf);
if(RunQuery(query,MakeAnyLenString(&query,"UPDATE character_ SET guild=%i, guildrank=%i WHERE id=%i",guild_id,guildrank,charid),errbuf,0,&affected_rows)){
safe_delete_array(query);
if(affected_rows==1)
returntrue;
else
returnfalse;
}
else{
LogFile->write(EQEMuLog::Error,"Error in SetGuild query '%s': %s",query,errbuf);
safe_delete_array(query);
returnfalse;
}
returnfalse;
}
boolDatabase::DeleteGuild(uint32guild_id)
{
charerrbuf[MYSQL_ERRMSG_SIZE];
char*query=0;
char*query2=0;
uint32affected_rows=0;
if(RunQuery(query,MakeAnyLenString(&query,"DELETE FROM guilds WHERE id=%i;",guild_id),errbuf,0,&affected_rows)){
safe_delete_array(query);
if(affected_rows==1){
if(!RunQuery(query2,MakeAnyLenString(&query2,"update character_ set guild=0,guildrank=0 where guild=%i",guild_id),errbuf,0,&affected_rows))
LogFile->write(EQEMuLog::Error,"Error in DeleteGuild cleanup query '%s': %s",query2,errbuf);
safe_delete_array(query2);
returntrue;
}
else
returnfalse;
}
else{
LogFile->write(EQEMuLog::Error,"Error in DeleteGuild query '%s': %s",query,errbuf);
//list of packets we need to encode on the way out:
// out-going packets that require an ENCODE translation:
E(OP_Action)
E(OP_AdventureMerchantSell)
E(OP_ApplyPoison)
E(OP_BazaarSearch)
E(OP_BecomeTrader)
E(OP_CharInventory)
E(OP_DeleteCharge)
E(OP_DeleteItem)
E(OP_DeleteSpawn)
E(OP_GuildMemberLevelUpdate)
E(OP_GuildMemberList)
E(OP_Illusion)
E(OP_ItemLinkResponse)
E(OP_ItemPacket)
E(OP_LeadershipExpUpdate)
E(OP_LootItem)
E(OP_MoveItem)
E(OP_NewSpawn)
E(OP_OnLevelMessage)
E(OP_PetBuffWindow)
E(OP_PlayerProfile)
E(OP_ReadBook)
E(OP_RespondAA)
E(OP_SendAATable)
E(OP_SendCharInfo)
E(OP_LeadershipExpUpdate)
E(OP_PlayerProfile)
E(OP_NewSpawn)
E(OP_ZoneSpawns)
E(OP_ZoneEntry)
E(OP_ItemPacket)
E(OP_ItemLinkResponse)
E(OP_CharInventory)
E(OP_GuildMemberList)
E(OP_ZoneServerReady)
E(OP_GuildMemberLevelUpdate)
E(OP_ReadBook)
E(OP_Illusion)
E(OP_ShopPlayerSell)
E(OP_Track)
E(OP_BazaarSearch)
E(OP_RespondAA)
E(OP_DeleteSpawn)
E(OP_TributeItem)
E(OP_WearChange)
E(OP_Action)
E(OP_BecomeTrader)
E(OP_PetBuffWindow)
E(OP_OnLevelMessage)
//list of packets we need to decode on the way in:
D(OP_SetServerFilter)
E(OP_ZoneEntry)
E(OP_ZoneServerReady)
E(OP_ZoneSpawns)
// incoming packets that require a DECODE translation:
D(OP_AdventureMerchantSell)
D(OP_ApplyPoison)
D(OP_AugmentItem)
D(OP_CastSpell)
D(OP_CharacterCreate)
D(OP_ItemLinkClick)
D(OP_WhoAllRequest)
D(OP_ReadBook)
D(OP_Consume)
D(OP_DeleteItem)
D(OP_FaceChange)
D(OP_ItemLinkClick)
D(OP_LootItem)
D(OP_MoveItem)
D(OP_ReadBook)
D(OP_SetServerFilter)
D(OP_ShopPlayerSell)
D(OP_TradeSkillCombine)
D(OP_TributeItem)
D(OP_WearChange)
D(OP_WhoAllRequest)
#undef E
#undef D
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