mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-11 16:51:29 +00:00
* Plumbing * Batch processing in world * Cleanup * Cleanup * Update player_event_logs.cpp * Add player zoning event * Use generics * Comments * Add events * Add more events * AA_GAIN, AA_PURCHASE, FORAGE_SUCCESS, FORAGE_FAILURE * FISH_SUCCESS, FISH_FAILURE, ITEM_DESTROY * Add charges to ITEM_DESTROY * WENT_ONLINE, WENT_OFFLINE * LEVEL_GAIN, LEVEL_LOSS * LOOT_ITEM * MERCHANT_PURCHASE * MERCHANT_SELL * SKILL_UP * Add events * Add more events * TASK_ACCEPT, TASK_COMPLETE, and TASK_UPDATE * GROUNDSPAWN_PICKUP * SAY * REZ_ACCEPTED * COMBINE_FAILURE and COMBINE_SUCCESS * DROPPED_ITEM * DEATH * SPLIT_MONEY * TRADER_PURCHASE and TRADER_SELL * DISCOVER_ITEM * Convert GM_COMMAND to use new macro * Convert ZONING event to use macro * Revert some code changes * Revert "Revert some code changes" This reverts commit d53682f997e89a053a660761085913245db91e9d. * Add cereal generation support to repositories * TRADE * Formatting * Cleanup * Relocate discord_manager to discord folder * Discord sending plumbing * Rename UCS's Database class to UCSDatabase to be more specific and not collide with base Database class for repository usage * More discord sending plumbing * More discord message formatting work * More discord formatting work * Discord formatting of events * Format WENT_ONLINE, WENT_OFFLINE * Add merchant purchase event * Handle Discord MERCHANT_SELL formatter * Update player_event_discord_formatter.cpp * Tweaks * Implement retention truncation * Put mutex locking on batch queue, put processor on its own thread * Process on initial bootup * Implement optional QS processing, implement keepalive from world to QS * Reload player event settings when logs are reloaded in game * Set settings defaults * Update player_event_logs.cpp * Update player_event_logs.cpp * Set retention days on boot * Update player_event_logs.cpp * Player Handin Event Testing. Testing player handin stuff. * Cleanup. * Finish NPC Handin. * set a reference to the client inside of the trade object as well for plugins to process * Fix for windows _inline * Bump to cpp20 default, ignore excessive warnings on windows * Bump FMT to 6.1.2 for cpp20 compat and swap fmt::join for Strings::Join * Windows compile fixes * Update CMakeLists.txt * Update CMakeLists.txt * Update CMakeLists.txt * Create 2022_12_19_player_events_tables.sql * [Formatters] Work on Discord Formatters * Handin money. * Format header * [Formatters] Work on Discord Formatters * Format * Format * [Formatters] More Formatter work, need to test further. * [Formatters] More Work on Formatters. * Add missing #endif * [Formatters] Work on Formatters, fix Bot formatting in ^create help * NPC Handin Discord Formatter * Update player_event_logs.cpp * Discover Item Discord Formatter * Dropped Item Discord Formatter * Split Money Discord Formatter * Trader Discord Formatters * Cleanup. * Trade Event Discord Formatter Groundwork * SAY don't record GM commands * GM_Command don't record #help * Update player_event_logs.cpp * Fill in more event data * Post rebase fixes * Post rebase fix * Discord formatting adjustments * Add event deprecation or unimplemented tag support * Trade events * Add return money and sanity checks. * Update schema * Update ucs.cpp * Update client.cpp * Update 2022_12_19_player_events_tables.sql * Implement archive single line * Replace hackers table and functions with PossibleHack player event * Replace very old eventlog table since the same events are covered by player event logs * Update bot_command.cpp * Record NPC kill events ALL / Named / Raid * Add BatchEventProcessIntervalSeconds rule * Naming * Update CMakeLists.txt * Update database_schema.h * Remove logging function and methods * DB version * Cleanup SendPlayerHandinEvent --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com> Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
199 lines
4.1 KiB
C++
199 lines
4.1 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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// Disgrace: for windows compile
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#ifndef WIN32
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#include <sys/time.h>
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#else
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#include <sys/timeb.h>
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#endif
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#include "timer.h"
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uint32 current_time = 0;
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uint32 last_time = 0;
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Timer::Timer() {
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timer_time = 0;
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start_time = current_time;
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set_at_trigger = timer_time;
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pUseAcurateTiming = false;
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enabled = false;
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}
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Timer::Timer(uint32 in_timer_time, bool iUseAcurateTiming) {
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timer_time = in_timer_time;
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start_time = current_time;
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set_at_trigger = timer_time;
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pUseAcurateTiming = iUseAcurateTiming;
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if (timer_time == 0) {
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enabled = false;
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}
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else {
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enabled = true;
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}
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}
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Timer::Timer(uint32 start, uint32 timer, bool iUseAcurateTiming = false) {
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timer_time = timer;
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start_time = start;
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set_at_trigger = timer_time;
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pUseAcurateTiming = iUseAcurateTiming;
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if (timer_time == 0) {
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enabled = false;
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}
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else {
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enabled = true;
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}
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}
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/* Reimplemented for MSVC - Bounce */
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#ifdef _WINDOWS
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int gettimeofday (timeval *tp, ...)
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{
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timeb tb;
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ftime (&tb);
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tp->tv_sec = tb.time;
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tp->tv_usec = tb.millitm * 1000;
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return 0;
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}
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#endif
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/* This function checks if the timer triggered */
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bool Timer::Check(bool iReset)
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{
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if (enabled && current_time-start_time > timer_time) {
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if (iReset) {
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if (pUseAcurateTiming)
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start_time += timer_time;
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else
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start_time = current_time; // Reset timer
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timer_time = set_at_trigger;
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}
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return true;
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}
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return false;
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}
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/* This function disables the timer */
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void Timer::Disable() {
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enabled = false;
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}
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void Timer::Enable() {
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enabled = true;
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}
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/* This function set the timer and restart it */
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void Timer::Start(uint32 set_timer_time, bool ChangeResetTimer) {
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start_time = current_time;
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enabled = true;
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if (set_timer_time != 0)
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{
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timer_time = set_timer_time;
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if (ChangeResetTimer)
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set_at_trigger = set_timer_time;
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}
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}
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/* This timer updates the timer without restarting it */
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void Timer::SetTimer(uint32 set_timer_time) {
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/* If we were disabled before => restart the timer */
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if (!enabled) {
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start_time = current_time;
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enabled = true;
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}
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if (set_timer_time != 0) {
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timer_time = set_timer_time;
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set_at_trigger = set_timer_time;
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}
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}
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uint32 Timer::GetRemainingTime() const
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{
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if (enabled) {
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if (current_time - start_time > timer_time) {
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return 0;
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}
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else {
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return (start_time + timer_time) - current_time;
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}
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}
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else {
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return 0xFFFFFFFF;
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}
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}
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void Timer::SetAtTrigger(uint32 in_set_at_trigger, bool iEnableIfDisabled, bool ChangeTimerTime) {
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set_at_trigger = in_set_at_trigger;
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if (!Enabled() && iEnableIfDisabled) {
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Enable();
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}
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if (ChangeTimerTime)
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timer_time = set_at_trigger;
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}
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void Timer::Trigger()
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{
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enabled = true;
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timer_time = set_at_trigger;
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start_time = current_time-timer_time-1;
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}
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const uint32 Timer::GetCurrentTime()
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{
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return current_time;
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}
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//just to keep all time related crap in one place... not really related to timers.
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const uint32 Timer::GetTimeSeconds() {
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struct timeval read_time;
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gettimeofday(&read_time,0);
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return(read_time.tv_sec);
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}
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const uint32 Timer::SetCurrentTime()
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{
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struct timeval read_time;
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uint32 this_time;
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gettimeofday(&read_time,0);
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this_time = read_time.tv_sec * 1000 + read_time.tv_usec / 1000;
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if (last_time == 0)
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{
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current_time = 0;
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}
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else
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{
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current_time += this_time - last_time;
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}
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last_time = this_time;
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// cerr << "Current time:" << current_time << endl;
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return current_time;
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}
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