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16 Commits

Author SHA1 Message Date
Chris Miles cb866cba31 [Release] 23.7.0 (#4902) 2025-05-19 12:31:37 -05:00
JJ e2162c08da [CLI] Add custom database version output (#4901)
* Add custom database version output to CLI from #4892

* Spacing alignment
2025-05-18 11:28:10 -05:00
Chris Miles e657953b8f [Netcode] Resend Logic Adjustments (#4900)
* Timeout adjustment

* Update daybreak_connection.cpp

* Update daybreak_connection.cpp

* Update daybreak_connection.cpp

* Update daybreak_connection.cpp

* Update daybreak_connection.cpp

* Update daybreak_connection.cpp

* Stuff

* Update daybreak_connection.h

* Update daybreak_connection.cpp

* Update daybreak_connection.cpp

* Update daybreak_connection.cpp

* Update daybreak_connection.cpp
2025-05-18 11:19:37 -05:00
JJ eb366e67b7 [CLI] Fix MySQL check in database dumper (#4897) 2025-05-16 18:56:38 -05:00
JJ 5b728a42f7 Update zonelist.h (#4896) 2025-05-16 18:17:38 -04:00
Chris Miles a1d414d64c [Netcode] Resend Logic Adjustments (#4895)
* [Netcode] Resend Logic Adjustments

* Update daybreak_connection.h
2025-05-16 16:46:07 -05:00
Chris Miles 907029ed76 [Database] Remove Transaction Wrapped Character Save (#4894) 2025-05-16 16:07:45 -05:00
Chris Miles 894f22fba0 [Fix] Deadlock on failed #copycharacter commands (#4887) 2025-05-16 13:39:34 -05:00
Chris Miles 7ec09d7e0f [Player Events] Add rule to ignore configured GM commands (#4888) 2025-05-16 13:39:24 -05:00
Chris Miles c82266790a [Zone State] Load New Spawn2 Data When Present (#4889) 2025-05-16 13:39:16 -05:00
Chris Miles ec31fddbae [Logging] Auto Update Log Category Names (#4890) 2025-05-16 13:39:08 -05:00
Chris Miles fb49ce2404 [Rules] Auto Update Rule Notes from Source (#4891)
* [Rules] Auto Update Rule Notes from Source

* Update rulesys.cpp
2025-05-16 13:38:59 -05:00
Chris Miles 276b7e238a [Database] Add Custom Database Migrations for Operators (#4892)
* [Database] Add Custom Database Migrations for Operators

* Changes

* Update database_update_manifest_custom.cpp
2025-05-16 13:38:51 -05:00
Chris Miles c7a463420b [World] Fix Rarer Reload Deadlock (#4893) 2025-05-16 13:38:42 -05:00
Chris Miles a56bb52808 Update README.md 2025-05-15 15:29:05 -05:00
Chris Miles 0bbdb58679 Update README.md 2025-05-15 15:26:07 -05:00
26 changed files with 481 additions and 101 deletions
+44
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@@ -1,3 +1,47 @@
## [23.7.0] 5/19/2025
### CLI
* Add custom database version output ([#4901](https://github.com/EQEmu/Server/pull/4901)) @joligario 2025-05-18
* Fix MySQL check in database dumper ([#4897](https://github.com/EQEmu/Server/pull/4897)) @joligario 2025-05-16
### Commands
* Add #zonevariable Command ([#4882](https://github.com/EQEmu/Server/pull/4882)) @Kinglykrab 2025-05-15
### Database
* Add Custom Database Migrations for Operators ([#4892](https://github.com/EQEmu/Server/pull/4892)) @Akkadius 2025-05-16
* Remove Transaction Wrapped Character Save ([#4894](https://github.com/EQEmu/Server/pull/4894)) @Akkadius 2025-05-16
### Fixes
* Deadlock on failed #copycharacter commands ([#4887](https://github.com/EQEmu/Server/pull/4887)) @Akkadius 2025-05-16
### Logging
* Auto Update Log Category Names ([#4890](https://github.com/EQEmu/Server/pull/4890)) @Akkadius 2025-05-16
### Netcode
* Resend Logic Adjustments ([#4900](https://github.com/EQEmu/Server/pull/4900)) @Akkadius 2025-05-18
### Player Events
* Add rule to ignore configured GM commands ([#4888](https://github.com/EQEmu/Server/pull/4888)) @Akkadius 2025-05-16
### Rules
* Auto Update Rule Notes from Source ([#4891](https://github.com/EQEmu/Server/pull/4891)) @Akkadius 2025-05-16
### World
* Fix Rarer Reload Deadlock ([#4893](https://github.com/EQEmu/Server/pull/4893)) @Akkadius 2025-05-16
### Zone State
* Load New Spawn2 Data When Present ([#4889](https://github.com/EQEmu/Server/pull/4889)) @Akkadius 2025-05-16
## [23.6.0] 5/14/2025
### Bots
+123 -55
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@@ -1,79 +1,147 @@
# EQEmulator Core Server
| Drone (Linux x64) | Drone (Windows x64) |
|:---:|:---:|
|[![Build Status](http://drone.akkadius.com/api/badges/EQEmu/Server/status.svg)](http://drone.akkadius.com/EQEmu/Server) |[![Build Status](http://drone.akkadius.com/api/badges/EQEmu/Server/status.svg)](http://drone.akkadius.com/EQEmu/Server) |
<h1 align="center">EQEmulator Server Platform</h1>
<p align="center">
<img src="https://github.com/user-attachments/assets/11942e15-b512-402d-a619-0543c7f1151e" style="border-radius: 10px">
</p>
<p align="center">
<b>EverQuest Emulator (EQEmu) - A Fan-Made Project Honoring the Legendary MMORPG</b>
</p>
<p align="center">
<a href="https://github.com/eqemu/server/graphs/contributors"><img src="https://img.shields.io/github/contributors/eqemu/server" alt="Contributors"></a>
<a href="https://discord.gg/QHsm7CD"><img src="https://img.shields.io/discord/212663220849213441?label=Discord&amp;logo=discord&amp;color=7289DA" alt="Discord"></a>
<a href="https://docs.eqemu.io"><img src="https://img.shields.io/badge/docs-MkDocs%20Powered-blueviolet" alt="Docs"></a>
<a href="./LICENSE"><img src="https://img.shields.io/github/license/EQEmu/Server" alt="License"></a>
<a href="https://github.com/eqemu/server/releases"><img src="https://img.shields.io/github/v/release/eqemu/server" alt="Latest Release"></a>
<a href="https://github.com/EQEmu/Server/releases"><img src="https://img.shields.io/github/release-date/EQEmu/Server" alt="Release Date"></a>
<img src="https://img.shields.io/github/downloads/eqemu/server/total.svg" alt="Github All Releases"></a>
<a href="http://drone.akkadius.com/EQEmu/Server"><img src="http://drone.akkadius.com/api/badges/EQEmu/Server/status.svg" alt="Build Status"></a>
<img src="https://img.shields.io/github/issues-pr-closed/eqemu/server" alt="GitHub Issues or Pull Requests">
<img src="https://img.shields.io/docker/pulls/akkadius/eqemu-server" alt="Docker Pulls">
<a href="http://drone.akkadius.com/EQEmu/Server"><img src="http://drone.akkadius.com/api/badges/EQEmu/Server/status.svg" alt="Build Status"></a> <img src="https://jb.gg/badges/official-plastic.svg" alt="Official">
</p>
***
**EQEmulator is a custom completely from-scratch open source server implementation for EverQuest built mostly on C++**
* MySQL/MariaDB is used as the database engine (over 200+ tables)
* Perl and LUA are both supported scripting languages for NPC/Player/Quest oriented events
* Open source database (Project EQ) has content up to expansion OoW (included in server installs)
* Game server environments and databases can be heavily customized to create all new experiences
* Hundreds of Quests/events created and maintained by Project EQ
<p align="center">
EQEmulator is a <b>passion-driven</b>, <b>open source server emulator</b> project dedicated to preserving and celebrating the groundbreaking world of <b>EverQuest</b>, the massively multiplayer online role-playing game originally developed by <b>Verant Interactive</b> and <b>Sony Online Entertainment (now Daybreak Game Company)</b>.
</p>
## Server Installs
| |Windows|Linux|
|:---:|:---:|:---:|
|**Install Count**|![Windows Install Count](http://analytics.akkadius.com/?install_count&windows_count)|![Linux Install Count](http://analytics.akkadius.com/?install_count&linux_count)|
### > Windows
<p align="center">
For over two decades and continuing, EQEmulator has served as a <strong>fan tribute</strong>, providing tools and technology that allow players to explore, customize, and experience EverQuests iconic gameplay in new ways. This project exists solely out of <strong>deep admiration</strong> for the original developers, artists, designers, and visionaries who created one of the most influential online worlds of all time.
</p>
* [Install Guide](https://docs.eqemu.io/server/installation/server-installation-windows/)
<p align="center">
We do not claim ownership of EverQuest or its assets. <strong>All credit and respect belong to the original creators and Daybreak Game Company</strong>, whose work continues to inspire generations of players and developers alike.
</p>
### > Debian/Ubuntu/CentOS/Fedora
<p align="center">
EQEmulator has for over 20 years and always will be a <strong>fan-based, non-commercial open-source effort</strong> made by players, for players—preserving the legacy of EverQuest while empowering community-driven creativity, learning and joy that the game and its creators has so strongly inspired in us all.
</p>
* [Install Guide](https://docs.eqemu.io/server/installation/server-installation-linux/)
***
* You can use curl or wget to kick off the installer (whichever your OS has)
> curl -O https://raw.githubusercontent.com/EQEmu/Server/master/utils/scripts/linux_installer/install.sh install.sh && chmod 755 install.sh && ./install.sh
<h3 align="center">
Technical Overview & Reverse Engineering Effort
</h1>
> wget --no-check-certificate https://raw.githubusercontent.com/EQEmu/Server/master/utils/scripts/linux_installer/install.sh -O install.sh && chmod 755 install.sh && ./install.sh
<p align="center">EQEmulator represents <strong>over two decades of collaborative reverse engineering</strong>, rebuilding the EverQuest server from the ground up without access to the original source code. This effort was achieved entirely through <strong>community-driven analysis, network protocol decoding, and in-game behavioral research</strong>.</p>
## Supported Clients
<h1 align="center">
💡 How We Did It
</h1>
<p align="center">
<img src="https://github.com/user-attachments/assets/b6b48cf7-f64a-4497-9750-71f442a3d132" height="300px">
</p>
<p align="center">
<strong>Reverse Engineering</strong>
Every system, packet, opcode, and game mechanic has been reconstructed through countless hours of live packet sniffing, client disassembly, and in-game experimentation by dedicated contributors over the years.
</p>
<p align="center">
No proprietary code or server sources were ever used.
</p>
<p align="center">
All implementations are the result of clean-room engineering.
</p>
<h1 align="center">
🛠️ Technology Stack
</h1>
<p align="center">
<img src="https://github.com/user-attachments/assets/df5ea809-86c5-439d-a8fa-651fb04ba477" style="border-radius: 10px">
</p>
**C++ Core Engine**
* High-performance networking and gameplay logic built in C++
* Cross-platform support for Linux and Windows
**MySQL / MariaDB Backend**
* Fully structured schema with over 200+ tables
* Supports content customization, expansions, and custom worlds
**Scripting Engine**
* Native support for **Perl** and **Lua** scripting
* Powerfully extendable for quests, NPC behaviors, and custom events
**Open Source Content Database**
* Includes ProjectEQs world data up through *Dragons of Norrath*
* 100% customizable to create entirely new game worlds
<h1 align="center">
🚀 Why It Matters
</h1>
<p align="center">🧬 EQEmulator stands as a <strong>technical preservation project</strong>, ensuring that the magic of classic and custom EverQuest servers lives on for future generations of players, tinkerers, and game designers.
</p>
> We humbly acknowledge and thank the original developers at **Verant Interactive** and **Sony Online Entertainment (now Daybreak Game Company)** for creating one of the most influential online experiences in gaming history.
<h1 align="center">
🧑‍💻🖥️ Supported Clients
</h1>
|Titanium Edition|Secrets of Faydwer|Seeds of Destruction|Underfoot|Rain of Fear|
|:---:|:---:|:---:|:---:|:---:|
|<img src="http://i.imgur.com/hrwDxoM.jpg" height="150">|<img src="http://i.imgur.com/cRDW5tn.png" height="150">|<img src="http://i.imgur.com/V48kuVn.jpg" height="150">|<img src="http://i.imgur.com/IJQ0XMa.jpg" height="150">|<img src="http://i.imgur.com/OMpHkKa.png" height="100">|
## Bug Reports <img src="http://i.imgur.com/daf1Vjw.png" height="20">
* Please use the [issue tracker](https://github.com/EQEmu/Server/issues) provided by GitHub to send us bug
reports or feature requests.
* The [EQEmu Forums](http://www.eqemulator.org/forums/) are also a place to submit and get help with bugs.
## 📚 Resources
## Contributions <img src="http://image.flaticon.com/icons/png/512/25/25231.png" width="20">
| Resource | Badges | Link |
|---------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------|
| **EQEmulator Docs** | [![Docs](https://img.shields.io/badge/docs-MkDocs%20Powered-blueviolet)](https://docs.eqemu.io) | [docs.eqemu.io](https://docs.eqemu.io/) |
| **Discord Community**| [![Discord](https://img.shields.io/discord/212663220849213441?label=Discord&logo=discord&color=7289DA)](https://discord.gg/QHsm7CD) | [Join Discord](https://discord.gg/QHsm7CD) |
| **Latest Release** | [![Latest Release](https://img.shields.io/github/v/release/eqemu/server)](https://github.com/eqemu/server/releases) <br> [![Release Date](https://img.shields.io/github/release-date/EQEmu/Server)](https://github.com/EQEmu/Server/releases) <br> [![All Releases](https://img.shields.io/github/downloads/eqemu/server/total.svg)](https://github.com/eqemu/server/releases) | [View Releases](https://github.com/eqemu/server/releases) |
| **License** | [![License](https://img.shields.io/github/license/EQEmu/Server)](./LICENSE) | [View License](./LICENSE) |
| **Build Status** | [![Build Status](http://drone.akkadius.com/api/badges/EQEmu/Server/status.svg)](http://drone.akkadius.com/EQEmu/Server) | [View Build Status](http://drone.akkadius.com/EQEmu/Server) |
| **Docker Pulls** | [![Docker Pulls](https://img.shields.io/docker/pulls/akkadius/eqemu-server)](https://hub.docker.com/r/akkadius/eqemu-server) | [Docker Hub](https://hub.docker.com/r/akkadius/eqemu-server) |
| **Contributions** | [![GitHub PRs](https://img.shields.io/github/issues-pr-closed/eqemu/server)](https://github.com/eqemu/server/pulls?q=is%3Apr+is%3Aclosed) | [Closed PRs & Issues](https://github.com/eqemu/server/pulls?q=is%3Apr+is%3Aclosed) |
* The preferred way to contribute is to fork the repo and submit a pull request on
GitHub. If you need help with your changes, you can always post on the forums or
try Discord. You can also post unified diffs (`git diff` should do the trick) on the
[Server Code Submissions](http://www.eqemulator.org/forums/forumdisplay.php?f=669)
forum, although pull requests will be much quicker and easier on all parties.
## 🛠️ Getting Started
## Contact <img src="http://gamerescape.com/wp-content/uploads/2015/06/discord.png" height="20">
If you want to set up your own EQEmulator server, please refer to the current [server installation guides](https://docs.eqemu.io/#server-installation). We've had 100,000s of players and developers use our guides to set up their own servers, and we hope you will too!
- Discord Channel: https://discord.gg/QHsm7CD
- **User Discord Channel**: `#general`
- **Developer Discord Channel**: `#eqemucoders`
## 🗂️ Related Repositories
## Resources
- [EQEmulator Forums](http://www.eqemulator.org/forums)
- [EQEmulator Wiki](https://docs.eqemu.io/)
| Repository | Description |
|--------------------|----------------------------------------------------------------------------------|
| [ProjectEQ Quests](https://github.com/ProjectEQ/projecteqquests) | Official quests and event scripts for ProjectEQ |
| [Maps](https://github.com/Akkadius/EQEmuMaps) | EQEmu-compatible zone maps |
| [Installer Resources](https://github.com/Akkadius/EQEmuInstall) | Scripts and assets for setting up EQEmu servers |
| [Zone Utilities](https://github.com/EQEmu/zone-utilities) | Utilities for parsing, rendering, and manipulating EQ zone files |
## Related Repositories
* [ProjectEQ Quests](https://github.com/ProjectEQ/projecteqquests)
* [Maps](https://github.com/Akkadius/EQEmuMaps)
* [Installer Resources](https://github.com/Akkadius/EQEmuInstall)
* [Zone Utilities](https://github.com/EQEmu/zone-utilities) - Various utilities and libraries for parsing, rendering and manipulating EQ Zone files.
## Other License Info
* The server code and utilities are released under **GPLv3**
* We also include some small libraries for convienence that may be under different licensing
* SocketLib - GPL LibXML
* zlib - zlib license
* MariaDB/MySQL - GPL
* GPL Perl - GPL / ActiveState (under the assumption that this is a free project)
* CPPUnit - GLP StringUtilities - Apache
* LUA - MIT
## Contributors
+1
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@@ -17,6 +17,7 @@ SET(common_sources
database.cpp
database_instances.cpp
database/database_update_manifest.cpp
database/database_update_manifest_custom.cpp
database/database_update_manifest_bots.cpp
database/database_update.cpp
dbcore.cpp
+19 -1
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@@ -1920,6 +1920,7 @@ bool Database::CopyCharacter(
std::vector<std::string> tables_to_zero_id = {
"keyring",
"data_buckets",
"character_evolving_items",
"character_instance_safereturns",
"character_expedition_lockouts",
"character_instance_lockouts",
@@ -1951,6 +1952,12 @@ bool Database::CopyCharacter(
)
);
if (!results.Success()) {
LogError("Transaction failed [{}] rolling back", results.ErrorMessage());
TransactionRollback();
return false;
}
std::vector<std::string> columns = {};
int column_count = 0;
@@ -1969,6 +1976,12 @@ bool Database::CopyCharacter(
)
);
if (!results.Success()) {
LogError("Transaction failed [{}] rolling back", results.ErrorMessage());
TransactionRollback();
return false;
}
std::vector<std::vector<std::string>> new_rows;
for (auto row : results) {
@@ -2036,13 +2049,18 @@ bool Database::CopyCharacter(
LogInfo("Copying table [{}] rows [{}]", table_name, Strings::Commify(rows_copied));
if (!insert.ErrorMessage().empty()) {
LogError("Error copying table [{}] [{}]", table_name, insert.ErrorMessage());
TransactionRollback();
return false;
}
}
}
TransactionCommit();
auto r = TransactionCommit();
if (!r.Success()) {
LogError("Transaction failed [{}] rolling back", r.ErrorMessage());
return false;
}
LogInfo(
"Character [{}] copied to [{}] total rows [{}]",
+1 -1
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@@ -50,7 +50,7 @@ bool DatabaseDumpService::IsMySQLInstalled()
{
std::string version_output = GetMySQLVersion();
return version_output.find("mysql") != std::string::npos && version_output.find("Ver") != std::string::npos;
return version_output.find("mysql") != std::string::npos && (version_output.find("Ver") != std::string::npos || version_output.find("from") != std::string::npos);
}
/**
+37 -2
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@@ -7,6 +7,7 @@
#include "../http/httplib.h"
#include "database_update_manifest.cpp"
#include "database_update_manifest_custom.cpp"
#include "database_update_manifest_bots.cpp"
#include "database_dump_service.h"
@@ -14,7 +15,7 @@ constexpr int BREAK_LENGTH = 70;
DatabaseVersion DatabaseUpdate::GetDatabaseVersions()
{
auto results = m_database->QueryDatabase("SELECT `version`, `bots_version` FROM `db_version` LIMIT 1");
auto results = m_database->QueryDatabase("SELECT `version`, `bots_version`, `custom_version` FROM `db_version` LIMIT 1");
if (!results.Success() || !results.RowCount()) {
LogError("Failed to read from [db_version] table!");
return DatabaseVersion{};
@@ -25,6 +26,7 @@ DatabaseVersion DatabaseUpdate::GetDatabaseVersions()
return DatabaseVersion{
.server_database_version = Strings::ToInt(r[0]),
.bots_database_version = Strings::ToInt(r[1]),
.custom_database_version = Strings::ToInt(r[2]),
};
}
@@ -33,6 +35,7 @@ DatabaseVersion DatabaseUpdate::GetBinaryDatabaseVersions()
return DatabaseVersion{
.server_database_version = CURRENT_BINARY_DATABASE_VERSION,
.bots_database_version = (RuleB(Bots, Enabled) ? CURRENT_BINARY_BOTS_DATABASE_VERSION : 0),
.custom_database_version = CUSTOM_BINARY_DATABASE_VERSION,
};
}
@@ -43,6 +46,7 @@ constexpr int LOOK_BACK_AMOUNT = 10;
// this check will take action
void DatabaseUpdate::CheckDbUpdates()
{
InjectCustomVersionColumn();
InjectBotsVersionColumn();
auto v = GetDatabaseVersions();
auto b = GetBinaryDatabaseVersions();
@@ -59,6 +63,15 @@ void DatabaseUpdate::CheckDbUpdates()
m_database->QueryDatabase(fmt::format("UPDATE `db_version` SET `version` = {}", b.server_database_version));
}
if (UpdateManifest(manifest_entries_custom, v.custom_database_version, b.custom_database_version)) {
LogInfo(
"Updates ran successfully, setting database version to [{}] from [{}]",
b.custom_database_version,
v.custom_database_version
);
m_database->QueryDatabase(fmt::format("UPDATE `db_version` SET `custom_version` = {}", b.custom_database_version));
}
if (b.bots_database_version > 0) {
if (UpdateManifest(bot_manifest_entries, v.bots_database_version, b.bots_database_version)) {
LogInfo(
@@ -344,6 +357,16 @@ bool DatabaseUpdate::CheckVersionsUpToDate(DatabaseVersion v, DatabaseVersion b)
);
}
if (b.custom_database_version > 0) {
LogInfo(
"{:>8} | database [{}] binary [{}] {}",
"Custom",
v.custom_database_version,
b.custom_database_version,
(v.custom_database_version == b.custom_database_version) ? "up to date" : "checking updates"
);
}
LogInfo("{:>8} | [server.auto_database_updates] [<green>true]", "Config");
LogInfo("{}", Strings::Repeat("-", BREAK_LENGTH));
@@ -353,7 +376,10 @@ bool DatabaseUpdate::CheckVersionsUpToDate(DatabaseVersion v, DatabaseVersion b)
// bots database version is optional, if not enabled then it is always up-to-date
bool bots_up_to_date = RuleB(Bots, Enabled) ? v.bots_database_version >= b.bots_database_version : true;
return server_up_to_date && bots_up_to_date;
// custom database version is optional, if not enabled then it is always up-to-date
bool custom_up_to_date = v.custom_database_version >= b.custom_database_version;
return server_up_to_date && bots_up_to_date && custom_up_to_date;
}
// checks to see if there are pending updates
@@ -373,3 +399,12 @@ void DatabaseUpdate::InjectBotsVersionColumn()
m_database->QueryDatabase("ALTER TABLE db_version ADD bots_version int(11) DEFAULT '0' AFTER version");
}
}
void DatabaseUpdate::InjectCustomVersionColumn()
{
auto results = m_database->QueryDatabase("SHOW COLUMNS FROM `db_version` LIKE 'custom_version'");
if (!results.Success() || results.RowCount() == 0) {
LogInfo("Adding custom_version column to db_version table");
m_database->QueryDatabase("ALTER TABLE `db_version` ADD COLUMN `custom_version` INT(11) UNSIGNED NOT NULL DEFAULT 0");
}
}
+2
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@@ -17,6 +17,7 @@ struct ManifestEntry {
struct DatabaseVersion {
int server_database_version;
int bots_database_version;
int custom_database_version;
};
class DatabaseUpdate {
@@ -38,6 +39,7 @@ private:
Database *m_content_database;
static bool CheckVersionsUpToDate(DatabaseVersion v, DatabaseVersion b);
void InjectBotsVersionColumn();
void InjectCustomVersionColumn();
};
@@ -0,0 +1,55 @@
#include "database_update.h"
std::vector<ManifestEntry> manifest_entries_custom = {
ManifestEntry{
.version = 1,
.description = "2025_05_16_new_database_check_test",
.check = "SHOW TABLES LIKE 'new_table'",
.condition = "empty",
.match = "",
.sql = R"(
CREATE TABLE `new_table` (
`id` int NOT NULL AUTO_INCREMENT,
PRIMARY KEY (`id`)
);
)",
.content_schema_update = false,
},
// Used for testing
// ManifestEntry{
// .version = 9229,
// .description = "new_database_check_test",
// .check = "SHOW TABLES LIKE 'new_table'",
// .condition = "empty",
// .match = "",
// .sql = R"(
//CREATE TABLE `new_table` (
// `id` int NOT NULL AUTO_INCREMENT,
// PRIMARY KEY (`id`)
//);
//CREATE TABLE `new_table1` (
// `id` int NOT NULL AUTO_INCREMENT,
// PRIMARY KEY (`id`)
//);
//CREATE TABLE `new_table2` (
// `id` int NOT NULL AUTO_INCREMENT,
// PRIMARY KEY (`id`)
//);
//CREATE TABLE `new_table3` (
// `id` int NOT NULL AUTO_INCREMENT,
// PRIMARY KEY (`id`)
//);
//)",
// }
};
// see struct definitions for what each field does
// struct ManifestEntry {
// int version{}; // database version of the migration
// std::string description{}; // description of the migration ex: "add_new_table" or "add_index_to_table"
// std::string check{}; // query that checks against the condition
// std::string condition{}; // condition or "match_type" - Possible values [contains|match|missing|empty|not_empty]
// std::string match{}; // match field that is not always used, but works in conjunction with "condition" values [missing|match|contains]
// std::string sql{}; // the SQL DDL that gets ran when the condition is true
// };
+2 -2
View File
@@ -189,9 +189,9 @@ void DBcore::TransactionBegin()
QueryDatabase("START TRANSACTION");
}
void DBcore::TransactionCommit()
MySQLRequestResult DBcore::TransactionCommit()
{
QueryDatabase("COMMIT");
return QueryDatabase("COMMIT");
}
void DBcore::TransactionRollback()
+1 -1
View File
@@ -32,7 +32,7 @@ public:
MySQLRequestResult QueryDatabase(const std::string& query, bool retryOnFailureOnce = true);
MySQLRequestResult QueryDatabaseMulti(const std::string &query);
void TransactionBegin();
void TransactionCommit();
MySQLRequestResult TransactionCommit();
void TransactionRollback();
std::string Escape(const std::string& s);
uint32 DoEscapeString(char *tobuf, const char *frombuf, uint32 fromlen);
+27 -8
View File
@@ -682,14 +682,33 @@ EQEmuLogSys *EQEmuLogSys::LoadLogDatabaseSettings(bool silent_load)
if (is_missing_in_database && !is_deprecated_category) {
LogInfo("Automatically adding new log category [{}] ({})", Logs::LogCategoryName[i], i);
auto new_category = LogsysCategoriesRepository::NewEntity();
new_category.log_category_id = i;
new_category.log_category_description = Strings::Escape(Logs::LogCategoryName[i]);
new_category.log_to_console = log_settings[i].log_to_console;
new_category.log_to_gmsay = log_settings[i].log_to_gmsay;
new_category.log_to_file = log_settings[i].log_to_file;
new_category.log_to_discord = log_settings[i].log_to_discord;
db_categories_to_add.emplace_back(new_category);
auto e = LogsysCategoriesRepository::NewEntity();
e.log_category_id = i;
e.log_category_description = Strings::Escape(Logs::LogCategoryName[i]);
e.log_to_console = log_settings[i].log_to_console;
e.log_to_gmsay = log_settings[i].log_to_gmsay;
e.log_to_file = log_settings[i].log_to_file;
e.log_to_discord = log_settings[i].log_to_discord;
db_categories_to_add.emplace_back(e);
}
// look to see if the category name is different in the database
auto it = std::find_if(
categories.begin(),
categories.end(),
[i](const auto &c) { return c.log_category_id == i; }
);
if (it != categories.end()) {
if (it->log_category_description != Logs::LogCategoryName[i]) {
LogInfo(
"Updating log category [{}] ({}) to new name [{}]",
it->log_category_description,
i,
Logs::LogCategoryName[i]
);
it->log_category_description = Logs::LogCategoryName[i];
LogsysCategoriesRepository::ReplaceOne(*m_database, *it);
}
}
}
+5 -5
View File
@@ -194,8 +194,8 @@ namespace Logs {
"Web Interface (Deprecated)",
"World Server (Deprecated)",
"Zone Server (Deprecated)",
"QueryErr",
"Query",
"MySQL Error",
"MySQL Query",
"Mercenaries",
"Quest Debug",
"Legacy Packet Logging (Deprecated)",
@@ -218,8 +218,8 @@ namespace Logs {
"Emergency (Deprecated)",
"Alert (Deprecated)",
"Notice (Deprecated)",
"AI Scan",
"AI Yell",
"AI Scan Close",
"AI Yell For Help",
"AI CastBeneficial",
"AOE Cast",
"Entity Management",
@@ -237,7 +237,7 @@ namespace Logs {
"DialogueWindow",
"HTTP",
"Saylink",
"ChecksumVer",
"Checksum Verification",
"CombatRecord",
"Hate",
"Discord",
+40 -10
View File
@@ -1127,16 +1127,37 @@ void EQ::Net::DaybreakConnection::ProcessResend(int stream)
auto time_since_first_sent = std::chrono::duration_cast<std::chrono::milliseconds>(now - first_packet.first_sent).count();
if (time_since_first_sent >= m_owner->m_options.resend_timeout) {
auto now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
auto first_sent_ms = std::chrono::duration_cast<std::chrono::milliseconds>(first_packet.first_sent.time_since_epoch()).count();
LogNetClient(
"Closing connection for m_endpoint [{}] m_port [{}] time_since_first_sent [{}] >= m_owner->m_options.resend_timeout [{}] now [{}] first_packet.first_sent [{}]",
m_endpoint,
m_port,
time_since_first_sent,
m_owner->m_options.resend_timeout,
now_ms,
first_sent_ms
);
Close();
return;
}
if (m_last_ack - now > std::chrono::milliseconds(1000)) {
LogNetClient(
"Resetting m_acked_since_last_resend flag for m_endpoint [{}] m_port [{}]",
m_endpoint,
m_port
);
m_acked_since_last_resend = true;
}
// make sure that the first_packet in the list first_sent time is within the resend_delay and now
// if it is not, then we need to resend all packets in the list
if (time_since_first_sent <= first_packet.resend_delay && !m_acked_since_last_resend) {
LogNetClient(
"Not resending packets for stream [{}] packets [{}] time_first_sent [{}] resend_delay [{}] m_acked_since_last_resend [{}]",
stream,
LogNetClientDetail(
"Not resending packets for m_endpoint [{}] m_port [{}] packets [{}] time_first_sent [{}] resend_delay [{}] m_acked_since_last_resend [{}]",
m_endpoint,
m_port,
s->sent_packets.size(),
time_since_first_sent,
first_packet.resend_delay,
@@ -1146,15 +1167,16 @@ void EQ::Net::DaybreakConnection::ProcessResend(int stream)
}
}
if (LogSys.IsLogEnabled(Logs::Detail, Logs::Netcode)) {
if (LogSys.IsLogEnabled(Logs::General, Logs::NetClient)) {
size_t total_size = 0;
for (auto &e: s->sent_packets) {
total_size += e.second.packet.Length();
}
LogNetClient(
"Resending packets for stream [{}] packet count [{}] total packet size [{}] m_acked_since_last_resend [{}]",
stream,
LogNetClientDetail(
"Resending packets for m_endpoint [{}] m_port [{}] packet count [{}] total packet size [{}] m_acked_since_last_resend [{}]",
m_endpoint,
m_port,
s->sent_packets.size(),
total_size,
m_acked_since_last_resend
@@ -1165,9 +1187,12 @@ void EQ::Net::DaybreakConnection::ProcessResend(int stream)
if (m_resend_packets_sent >= MAX_CLIENT_RECV_PACKETS_PER_WINDOW ||
m_resend_bytes_sent >= MAX_CLIENT_RECV_BYTES_PER_WINDOW) {
LogNetClient(
"Stopping resend because we hit thresholds m_resend_packets_sent [{}] max [{}] m_resend_bytes_sent [{}] max [{}]",
"Stopping resend because we hit thresholds for m_endpoint [{}] m_port [{}] m_resend_packets_sent [{}] max [{}] in_queue [{}] m_resend_bytes_sent [{}] max [{}]",
m_endpoint,
m_port,
m_resend_packets_sent,
MAX_CLIENT_RECV_PACKETS_PER_WINDOW,
s->sent_packets.size(),
m_resend_bytes_sent,
MAX_CLIENT_RECV_BYTES_PER_WINDOW
);
@@ -1204,11 +1229,11 @@ void EQ::Net::DaybreakConnection::ProcessResend(int stream)
}
m_acked_since_last_resend = false;
m_last_ack = now;
}
void EQ::Net::DaybreakConnection::Ack(int stream, uint16_t seq)
{
auto now = Clock::now();
auto s = &m_streams[stream];
auto iter = s->sent_packets.begin();
@@ -1224,12 +1249,14 @@ void EQ::Net::DaybreakConnection::Ack(int stream, uint16_t seq)
m_rolling_ping = (m_rolling_ping * 2 + round_time) / 3;
iter = s->sent_packets.erase(iter);
m_acked_since_last_resend = true;
}
else {
++iter;
}
}
m_acked_since_last_resend = true;
m_last_ack = now;
}
void EQ::Net::DaybreakConnection::OutOfOrderAck(int stream, uint16_t seq)
@@ -1247,6 +1274,9 @@ void EQ::Net::DaybreakConnection::OutOfOrderAck(int stream, uint16_t seq)
s->sent_packets.erase(iter);
}
m_acked_since_last_resend = true;
m_last_ack = now;
}
void EQ::Net::DaybreakConnection::UpdateDataBudget(double budget_add)
+1
View File
@@ -186,6 +186,7 @@ namespace EQ
size_t m_resend_packets_sent = 0;
size_t m_resend_bytes_sent = 0;
bool m_acked_since_last_resend = false;
Timestamp m_last_ack;
struct DaybreakSentPacket
{
+13
View File
@@ -502,6 +502,19 @@ bool RuleManager::UpdateInjectedRules(Database *db, const std::string &rule_set_
}
}
// update rules in the database where the description is different
for (auto &e : RuleValuesRepository::All(*db)) {
auto i = rule_data.find(e.rule_name);
if (i != rule_data.end()) {
// if notes are different, update them
if (i->second.second != nullptr && *i->second.second != e.notes) {
LogInfo("Updating rule [{}] notes to [{}]", i->first, *i->second.second);
e.notes = *i->second.second;
RuleValuesRepository::ReplaceOne(*db, e);
}
}
}
if (injected_rule_entries.size()) {
if (!RuleValuesRepository::InjectRules(*db, injected_rule_entries)) {
return false;
+1
View File
@@ -1073,6 +1073,7 @@ RULE_CATEGORY(Logging)
RULE_BOOL(Logging, PrintFileFunctionAndLine, false, "Ex: [World Server] [net.cpp::main:309] Loading variables...")
RULE_BOOL(Logging, WorldGMSayLogging, true, "Relay worldserver logging to zone processes via GM say output")
RULE_BOOL(Logging, PlayerEventsQSProcess, false, "Have query server process player events instead of world. Useful when wanting to use a dedicated server and database for processing player events on separate disk")
RULE_STRING(Logging, PlayerEventsIgnoreGMCommands, "help,show", "This is a comma delimited list of commands to ignore when recording GM command player events.")
RULE_INT(Logging, BatchPlayerEventProcessIntervalSeconds, 5, "This is the interval in which player events are processed in world or qs")
RULE_INT(Logging, BatchPlayerEventProcessChunkSize, 10000, "This is the cap of events that can be inserted into the queue before a force flush. This is to keep from hitting MySQL max_allowed_packet and killing the connection")
RULE_CATEGORY_END()
+2 -1
View File
@@ -25,7 +25,7 @@
// Build variables
// these get injected during the build pipeline
#define CURRENT_VERSION "23.6.0-dev" // always append -dev to the current version for custom-builds
#define CURRENT_VERSION "23.7.0-dev" // always append -dev to the current version for custom-builds
#define LOGIN_VERSION "0.8.0"
#define COMPILE_DATE __DATE__
#define COMPILE_TIME __TIME__
@@ -44,6 +44,7 @@
#define CURRENT_BINARY_DATABASE_VERSION 9323
#define CURRENT_BINARY_BOTS_DATABASE_VERSION 9054
#define CUSTOM_BINARY_DATABASE_VERSION 0
#endif
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "eqemu-server",
"version": "23.6.0",
"version": "23.7.0",
"repository": {
"type": "git",
"url": "https://github.com/EQEmu/Server.git"
+1
View File
@@ -14,6 +14,7 @@ void WorldserverCLI::DatabaseVersion(int argc, char **argv, argh::parser &cmd, s
v["database_version"] = CURRENT_BINARY_DATABASE_VERSION;
v["bots_database_version"] = RuleB(Bots, Enabled) ? CURRENT_BINARY_BOTS_DATABASE_VERSION : 0;
v["custom_database_version"] = CUSTOM_BINARY_DATABASE_VERSION;
std::stringstream payload;
payload << v;
+1
View File
@@ -14,6 +14,7 @@ void WorldserverCLI::Version(int argc, char **argv, argh::parser &cmd, std::stri
j["bots_database_version"] = CURRENT_BINARY_BOTS_DATABASE_VERSION;
j["compile_date"] = COMPILE_DATE;
j["compile_time"] = COMPILE_TIME;
j["custom_database_version"] = CUSTOM_BINARY_DATABASE_VERSION;
j["database_version"] = CURRENT_BINARY_DATABASE_VERSION;
j["server_version"] = CURRENT_VERSION;
+2 -1
View File
@@ -162,7 +162,8 @@ void EQEmuApiWorldDataService::reload(Json::Value &r, const std::vector<std::str
for (auto &t: ServerReload::GetTypes()) {
if (std::to_string(t) == command || Strings::ToLower(ServerReload::GetName(t)) == command) {
message(r, fmt::format("Reloading [{}] globally", ServerReload::GetName(t)));
zoneserver_list.SendServerReload(t, nullptr);
LogInfo("Queueing reload of type [{}] to zones", ServerReload::GetName(t));
zoneserver_list.QueueServerReload(t);
}
found_command = true;
}
+17
View File
@@ -132,6 +132,16 @@ void ZSList::Process() {
).c_str()
);
}
if (!m_queued_reloads.empty()) {
m_queued_reloads_mutex.lock();
for (auto &type : m_queued_reloads) {
LogInfo("Sending reload of type [{}] to zones", ServerReload::GetName(type));
SendServerReload(type, nullptr);
}
m_queued_reloads.clear();
m_queued_reloads_mutex.unlock();
}
}
bool ZSList::SendPacket(ServerPacket* pack) {
@@ -1003,3 +1013,10 @@ void ZSList::SendServerReload(ServerReload::Type type, uchar *packet)
++counter;
}
}
void ZSList::QueueServerReload(ServerReload::Type &type)
{
m_queued_reloads_mutex.lock();
m_queued_reloads.emplace_back(type);
m_queued_reloads_mutex.unlock();
}
+4
View File
@@ -9,6 +9,7 @@
#include <vector>
#include <memory>
#include <deque>
#include <mutex>
class WorldTCPConnection;
class ServerPacket;
@@ -74,7 +75,10 @@ public:
const std::list<std::unique_ptr<ZoneServer>> &getZoneServerList() const;
inline uint32_t GetServerListCount() { return zone_server_list.size(); }
void SendServerReload(ServerReload::Type type, uchar *packet = nullptr);
std::mutex m_queued_reloads_mutex;
std::vector<ServerReload::Type> m_queued_reloads = {};
void QueueServerReload(ServerReload::Type &type);
private:
void OnTick(EQ::Timer *t);
uint32 NextID;
-4
View File
@@ -1024,8 +1024,6 @@ bool Client::Save(uint8 iCommitNow) {
m_pp.endurance = current_endurance;
}
database.TransactionBegin();
/* Save Character Currency */
database.SaveCharacterCurrency(CharacterID(), &m_pp);
@@ -1109,8 +1107,6 @@ bool Client::Save(uint8 iCommitNow) {
database.botdb.SaveBotSettings(this);
}
database.TransactionCommit();
LogInfo("Save for [{}] took [{}]", GetCleanName(), timer.elapsed());
return true;
+9 -1
View File
@@ -514,7 +514,15 @@ int command_realdispatch(Client *c, std::string message, bool ignore_status)
parse->EventPlayer(EVENT_GM_COMMAND, c, message, 0);
}
if (player_event_logs.IsEventEnabled(PlayerEvent::GM_COMMAND) && message != "#help") {
bool log_command = true;
for (auto &cmd: Strings::Split(RuleS(Logging, PlayerEventsIgnoreGMCommands), ",")) {
if (Strings::Contains(command, Strings::ToLower(cmd))) {
log_command = false;
break;
}
}
if (player_event_logs.IsEventEnabled(PlayerEvent::GM_COMMAND) && log_command) {
auto e = PlayerEvent::GMCommandEvent{
.message = message,
.target = c->GetTarget() ? c->GetTarget()->GetName() : "NONE"
+64
View File
@@ -6,6 +6,7 @@
#include "zone.h"
#include "zone_save_state.h"
#include "../common/repositories/spawn2_repository.h"
#include "../common/repositories/criteria/content_filter_criteria.h"
// IsZoneStateValid checks if the zone state is valid
// if these fields are all empty or zero value for an entire zone state, it's considered invalid
@@ -531,6 +532,69 @@ bool Zone::LoadZoneState(
}
}
// compare state spawns to spawn2 list, if there are any missing, we need to add them
// this is to cover the rare case where a spawn2 is created in the database but not in the zone state
auto zone_spawns = Spawn2Repository::GetWhere(
content_db, fmt::format(
"TRUE {} AND zone = '{}' AND (version = {} OR version = -1) ",
ContentFilterCriteria::apply(),
zone->GetShortName(),
zone->GetInstanceVersion()
)
);
for (auto &s: zone_spawns) {
bool found = false;
for (auto &ss: spawn_states) {
if (ss.spawn2_id == 0 || ss.spawngroup_id == 0 || ss.is_corpse || ss.is_zone) {
continue;
}
if (s.id == ss.spawn2_id) {
found = true;
break;
}
}
if (!found) {
bool spawn_enabled = true;
for (auto &ds: disabled_spawns) {
if (ds.spawn2_id == s.id) {
spawn_enabled = !ds.disabled;
}
}
LogZoneState("Missing spawn2 [{}] in zone state, this NPC spawn was newly created", s.id);
uint32 spawn_time_left = 0;
if (spawn_times.count(s.id) != 0) {
spawn_time_left = spawn_times[s.id];
LogInfo("Spawn2 [{}] Respawn time left [{}]", s.id, spawn_time_left);
}
auto new_spawn = new Spawn2(
s.id,
s.spawngroupID,
s.x,
s.y,
s.z,
s.heading,
s.respawntime,
s.variance,
spawn_time_left,
s.pathgrid,
(bool) s.path_when_zone_idle,
s._condition,
(int16) s.cond_value,
spawn_enabled,
(EmuAppearance) s.animation
);
new_spawn->SetStoredLocation(glm::vec4(s.x, s.y, s.z, s.heading));
spawn2_list.Insert(new_spawn);
new_spawn->Process();
}
}
// dynamic spawns, quest spawns, triggers etc.
for (auto &s: spawn_states) {
if (s.spawngroup_id > 0 || s.is_zone) {