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Most of the following changes are QueryServ related, fully implemented its original functionality to be able to offload
intensive or metric based logging to a remote server process that could exist on another server entirely
Implemented Player Event Logging Types (Go to table `qs_player_events`):
1 = Player_Log_Quest,
2 = Player_Log_Zoning,
3 = Player_Log_Deaths,
4 = Player_Log_Connect_State,
5 = Player_Log_Levels,
6 = Player_Log_Keyring_Addition,
7 = Player_Log_QGlobal_Update,
8 = Player_Log_Task_Updates,
9 = Player_Log_AA_Purchases,
10 = Player_Log_Trade_Skill_Events,
11 = Player_Log_Issued_Commands,
12 = Player_Log_Money_Transactions,
13 = Player_Log_Alternate_Currency_Transactions,
- All QueryServ logging will be implemented with a front end in EoC 2.0 very soon
Changed all QS Error related logging to 'QUERYSERV__ERROR'
(Natedog) (Crash Fix) Legacy MySQL bug revert for loading AA's COALESCE( from COALESCE (
Implemented Perl Quest objects (LUA still needed to be exported):
- quest::qs_send_query("MySQL query") - Will send a raw query to the QueryServ process, useful for custom logging
- quest::qs_player_event(char_id, event_desc); - Will process a quest type event to table `qs_player_events`
Added MySQL Tables:
- `qs_player_aa_rate_hourly`
- `qs_player_events`
- Source table structures from:
- utils\sql\git\queryserv\required\08_23_2014_player_events_and_player_aa_rate_hourly
To get the complete QueryServ schema, source from here:
- utils\sql\git\queryserv\required\Complete_QueryServ_Table_Structures.sql
Added rules for each logging type, source rules here with them enabled by default:
- utils\sql\git\queryserv\required\Complete_QueryServ_Rules_Enabled.sql
Spawn related logging cleanup
General code cleanup
Added queryserv.cpp and queryserv.h with QueryServ class
136 lines
3.7 KiB
C++
136 lines
3.7 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2008 EQEMu Development Team (http://eqemulator.net)
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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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#include "../common/debug.h"
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#include "../common/opcodemgr.h"
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#include "../common/eq_stream_factory.h"
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#include "../common/rulesys.h"
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#include "../common/servertalk.h"
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#include "../common/platform.h"
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#include "../common/crash.h"
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#include "database.h"
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#include "queryservconfig.h"
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#include "worldserver.h"
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#include "lfguild.h"
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#include <list>
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#include <signal.h>
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volatile bool RunLoops = true;
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TimeoutManager timeout_manager;
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Database database;
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LFGuildManager lfguildmanager;
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std::string WorldShortName;
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const queryservconfig *Config;
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WorldServer *worldserver = 0;
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void CatchSignal(int sig_num) {
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RunLoops = false;
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if(worldserver)
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worldserver->Disconnect();
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}
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int main() {
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RegisterExecutablePlatform(ExePlatformQueryServ);
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set_exception_handler();
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Timer LFGuildExpireTimer(60000);
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Timer InterserverTimer(INTERSERVER_TIMER); // does auto-reconnect
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/* Load XML from eqemu_config.xml
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<qsdatabase>
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<host>127.0.0.1</host>
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<port>3306</port>
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<username>user</username>
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<password>password</password>
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<db>dbname</db>
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</qsdatabase>
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*/
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_log(QUERYSERV__INIT, "Starting EQEmu QueryServ.");
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if (!queryservconfig::LoadConfig()) {
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_log(QUERYSERV__INIT, "Loading server configuration failed.");
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return 1;
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}
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Config = queryservconfig::get();
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WorldShortName = Config->ShortName;
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_log(QUERYSERV__INIT, "Connecting to MySQL...");
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/* MySQL Connection */
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if (!database.Connect(
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Config->QSDatabaseHost.c_str(),
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Config->QSDatabaseUsername.c_str(),
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Config->QSDatabasePassword.c_str(),
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Config->QSDatabaseDB.c_str(),
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Config->QSDatabasePort)) {
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_log(WORLD__INIT_ERR, "Cannot continue without a database connection.");
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return 1;
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}
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/* Initialize Logging */
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if (!load_log_settings(Config->LogSettingsFile.c_str()))
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_log(QUERYSERV__INIT, "Warning: Unable to read %s", Config->LogSettingsFile.c_str());
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else
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_log(QUERYSERV__INIT, "Log settings loaded from %s", Config->LogSettingsFile.c_str());
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if (signal(SIGINT, CatchSignal) == SIG_ERR) {
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_log(QUERYSERV__ERROR, "Could not set signal handler");
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return 1;
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}
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if (signal(SIGTERM, CatchSignal) == SIG_ERR) {
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_log(QUERYSERV__ERROR, "Could not set signal handler");
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return 1;
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}
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/* Initial Connection to Worldserver */
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worldserver = new WorldServer;
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worldserver->Connect();
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/* Load Looking For Guild Manager */
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lfguildmanager.LoadDatabase();
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while(RunLoops) {
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Timer::SetCurrentTime();
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if(LFGuildExpireTimer.Check())
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lfguildmanager.ExpireEntries();
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if (InterserverTimer.Check()) {
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if (worldserver->TryReconnect() && (!worldserver->Connected()))
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worldserver->AsyncConnect();
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}
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worldserver->Process();
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timeout_manager.CheckTimeouts();
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Sleep(100);
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}
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}
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void UpdateWindowTitle(char* iNewTitle) {
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#ifdef _WINDOWS
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char tmp[500];
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if (iNewTitle) {
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snprintf(tmp, sizeof(tmp), "QueryServ: %s", iNewTitle);
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}
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else {
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snprintf(tmp, sizeof(tmp), "QueryServ");
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}
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SetConsoleTitle(tmp);
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#endif
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}
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