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* First pass of player_event_loot_items * Second pass of player_event_loot_items * Third pass of player_event_loot_items * Example without RecordDetailEvent template * Cleanup the removal of the template * Fourth Pass Add retention for etl tables Rename tables/fields to etl nomenclature Combine database work to one atomic load * Reposition to reduce db tasks * Refactor etl processing for easier additions * Add merchant purchase event testing passed though appears that the event itself has a few bugs. Will fix them in another commit * Fix PlayerEventMerchantPurchase in client_packet.cpp * WIP - Handin * Handin Event added * Cleanup * All a rentention period of 0 days which deletes all current records. * Updates Cleanup and refactor a few items. * Cleanup and Formatting Cleanup and Formatting * Add etl for Playerevent::Trade PlayerEvent::Speech (new event to mirror functionality of qs_speech * Add etl for Playerevent::KilledNPC, KilledNamedNPC and KilledRaidNPC * Add etl for Playerevent::AA_purchase Add etl for Playerevent::AA_purchase * Cleanup before PR * Review comment updates. * Add world cli etl:settings to output a json on all player event details. * Add reserve for all etl_queues Correct a failed test case for improper next id for etl tables when table is first created. * Potential solution for a dedicated database connection for player events. * Simple thread for player_events. Likely there is a better way to do this. * Add zone to qs communications for recordplayerevents First pass of enabling zone to qs direct transport to allow for PlayerEvents to bypass world. * Cleanup a linux compile issue * Add augments to LOOT ITEM and DESTROY ITEM * Add augments to ITEMCREATION, FORAGESUCCESS, FISHSUCCESS, DESTROYITEM, LOOTITEM, DROPPEDITEM, TRADERPURCHASE, TRADERSELL, GUILDTRIBUTEDONATE and cleaned up the naming convention of augments * Formatting fixes * Swap out GetNextTableId * Statically load counter * Add counter.clear() since the counter is static * Upload optional QS conversion scripts * Remove all qs_tables and code referencing them * Update database.cpp * Simplify ProcessBatchQueue * Simplify PorcessBatchQueue * Simplify event truncation * Build event truncation to bulk query by retention groups * Post rebase * Update player_events.h * Fix build * Update npc.cpp * First pass of direct zone to qs sending for player events * Remove keepalive logic * Fix event ordering * Cleanup * Update player_event_logs.cpp * Wipe event data after ETL processed * Split up database connections, hot reload logs for QS * Load rules from database vs qs_database * Update player_event_logs.cpp * Hot toggle queryserv connect --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
#pragma once
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#include "tcp_connection.h"
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#include "../event/timer.h"
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#include "servertalk_common.h"
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#include "packet.h"
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namespace EQ
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{
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namespace Net
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{
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class ServertalkClient
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{
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public:
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ServertalkClient(const std::string &addr, int port, bool ipv6, const std::string &identifier, const std::string &credentials);
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~ServertalkClient();
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void Send(uint16_t opcode, EQ::Net::Packet &p);
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void SendPacket(ServerPacket *p);
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void OnConnect(std::function<void(ServertalkClient*)> cb) { m_on_connect_cb = cb; }
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void OnMessage(uint16_t opcode, std::function<void(uint16_t, EQ::Net::Packet&)> cb);
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void OnMessage(std::function<void(uint16_t, EQ::Net::Packet&)> cb);
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bool Connected() const { return m_connecting != true; }
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std::shared_ptr<EQ::Net::TCPConnection> Handle() { return m_connection; }
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const std::unique_ptr<EQ::Timer> &GetTimer() const { return m_timer; }
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private:
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void Connect();
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void ProcessData(EQ::Net::TCPConnection *c, const unsigned char *data, size_t length);
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void SendHello();
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void InternalSend(ServertalkPacketType type, EQ::Net::Packet &p);
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void ProcessReadBuffer();
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void ProcessHello(EQ::Net::Packet &p);
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void ProcessMessage(EQ::Net::Packet &p);
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void SendHandshake();
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std::unique_ptr<EQ::Timer> m_timer;
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std::string m_addr;
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std::string m_identifier;
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std::string m_credentials;
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bool m_connecting;
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int m_port;
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bool m_ipv6;
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std::shared_ptr<EQ::Net::TCPConnection> m_connection;
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std::vector<char> m_buffer;
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std::unordered_map<uint16_t, std::function<void(uint16_t, EQ::Net::Packet&)>> m_message_callbacks;
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std::function<void(uint16_t, EQ::Net::Packet&)> m_message_callback;
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std::function<void(ServertalkClient*)> m_on_connect_cb;
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};
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}
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}
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