eqemu-server/common/timer.cpp
Chris Miles d9f545a5ec
[Logging] Implement Player Event Logging system (#2833)
* 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>
2023-02-12 21:31:01 -06:00

199 lines
4.1 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// Disgrace: for windows compile
#ifndef WIN32
#include <sys/time.h>
#else
#include <sys/timeb.h>
#endif
#include "timer.h"
uint32 current_time = 0;
uint32 last_time = 0;
Timer::Timer() {
timer_time = 0;
start_time = current_time;
set_at_trigger = timer_time;
pUseAcurateTiming = false;
enabled = false;
}
Timer::Timer(uint32 in_timer_time, bool iUseAcurateTiming) {
timer_time = in_timer_time;
start_time = current_time;
set_at_trigger = timer_time;
pUseAcurateTiming = iUseAcurateTiming;
if (timer_time == 0) {
enabled = false;
}
else {
enabled = true;
}
}
Timer::Timer(uint32 start, uint32 timer, bool iUseAcurateTiming = false) {
timer_time = timer;
start_time = start;
set_at_trigger = timer_time;
pUseAcurateTiming = iUseAcurateTiming;
if (timer_time == 0) {
enabled = false;
}
else {
enabled = true;
}
}
/* Reimplemented for MSVC - Bounce */
#ifdef _WINDOWS
int gettimeofday (timeval *tp, ...)
{
timeb tb;
ftime (&tb);
tp->tv_sec = tb.time;
tp->tv_usec = tb.millitm * 1000;
return 0;
}
#endif
/* This function checks if the timer triggered */
bool Timer::Check(bool iReset)
{
if (enabled && current_time-start_time > timer_time) {
if (iReset) {
if (pUseAcurateTiming)
start_time += timer_time;
else
start_time = current_time; // Reset timer
timer_time = set_at_trigger;
}
return true;
}
return false;
}
/* This function disables the timer */
void Timer::Disable() {
enabled = false;
}
void Timer::Enable() {
enabled = true;
}
/* This function set the timer and restart it */
void Timer::Start(uint32 set_timer_time, bool ChangeResetTimer) {
start_time = current_time;
enabled = true;
if (set_timer_time != 0)
{
timer_time = set_timer_time;
if (ChangeResetTimer)
set_at_trigger = set_timer_time;
}
}
/* This timer updates the timer without restarting it */
void Timer::SetTimer(uint32 set_timer_time) {
/* If we were disabled before => restart the timer */
if (!enabled) {
start_time = current_time;
enabled = true;
}
if (set_timer_time != 0) {
timer_time = set_timer_time;
set_at_trigger = set_timer_time;
}
}
uint32 Timer::GetRemainingTime() const
{
if (enabled) {
if (current_time - start_time > timer_time) {
return 0;
}
else {
return (start_time + timer_time) - current_time;
}
}
else {
return 0xFFFFFFFF;
}
}
void Timer::SetAtTrigger(uint32 in_set_at_trigger, bool iEnableIfDisabled, bool ChangeTimerTime) {
set_at_trigger = in_set_at_trigger;
if (!Enabled() && iEnableIfDisabled) {
Enable();
}
if (ChangeTimerTime)
timer_time = set_at_trigger;
}
void Timer::Trigger()
{
enabled = true;
timer_time = set_at_trigger;
start_time = current_time-timer_time-1;
}
const uint32 Timer::GetCurrentTime()
{
return current_time;
}
//just to keep all time related crap in one place... not really related to timers.
const uint32 Timer::GetTimeSeconds() {
struct timeval read_time;
gettimeofday(&read_time,0);
return(read_time.tv_sec);
}
const uint32 Timer::SetCurrentTime()
{
struct timeval read_time;
uint32 this_time;
gettimeofday(&read_time,0);
this_time = read_time.tv_sec * 1000 + read_time.tv_usec / 1000;
if (last_time == 0)
{
current_time = 0;
}
else
{
current_time += this_time - last_time;
}
last_time = this_time;
// cerr << "Current time:" << current_time << endl;
return current_time;
}