eqemu-server/zone/queryserv.h
Mitch Freeman 8f4f8368df
[Player Event Logs] Migrate and Deprecate QS Legacy Logging (#4542)
* 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>
2025-02-05 02:02:16 -06:00

63 lines
1.7 KiB
C++

#ifndef QUERYSERV_ZONE_H
#define QUERYSERV_ZONE_H
#include "../common/net/servertalk_server.h"
#include "../common/net/servertalk_client_connection.h"
#include "../common/event/timer.h"
#include "../common/rulesys.h"
#include "../common/eqemu_logsys.h"
class QueryServ {
public:
QueryServ();
~QueryServ();
void SendQuery(std::string Query);
void Connect();
inline void Disconnect() {
if (m_connection) {
m_connection->Handle()->Disconnect();
m_connection.reset();
}
}
bool SendPacket(ServerPacket *pack);
void HandleMessage(uint16 opcode, const EQ::Net::Packet &p);
bool HasConnection() const
{
return m_connection && m_connection->Handle() && m_connection->Handle()->IsConnected();
}
inline void CheckForConnectState() {
if (RuleB(Logging, PlayerEventsQSProcess)) {
if (!m_connection) {
Connect();
LogInfo("Starting QueryServ connection");
}
} else {
if (HasConnection()) {
Disconnect();
LogInfo("Stopping QueryServ connection");
}
}
}
private:
std::unique_ptr<EQ::Net::ServertalkClient> m_connection;
bool m_is_qs_connected = false;
};
class QueryServConnection {
public:
QueryServConnection();
void AddConnection(std::shared_ptr<EQ::Net::ServertalkServerConnection> connection);
void RemoveConnection(std::shared_ptr<EQ::Net::ServertalkServerConnection> connection);
void HandleGenericMessage(uint16_t opcode, EQ::Net::Packet &p);
void HandleLFGuildUpdateMessage(uint16_t opcode, EQ::Net::Packet &p);
bool SendPacket(ServerPacket *pack);
private:
std::map<std::string, std::shared_ptr<EQ::Net::ServertalkServerConnection>> m_streams;
std::unique_ptr<EQ::Timer> m_keepalive;
};
#endif /* QUERYSERV_ZONE_H */