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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>
136 lines
3.3 KiB
C++
136 lines
3.3 KiB
C++
#include "../common/global_define.h"
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#include "../common/eqemu_logsys.h"
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#include "../common/md5.h"
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#include "../common/packet_dump.h"
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#include "../common/packet_functions.h"
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#include "../common/servertalk.h"
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#include "../common/net/packet.h"
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#include "database.h"
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#include "lfguild.h"
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#include "queryservconfig.h"
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#include "worldserver.h"
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#include "../common/events/player_events.h"
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#include "../common/events/player_event_logs.h"
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#include <iomanip>
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#include <iostream>
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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extern WorldServer worldserver;
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extern const queryservconfig *Config;
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extern QSDatabase qs_database;
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extern LFGuildManager lfguildmanager;
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WorldServer::WorldServer()
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{
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}
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WorldServer::~WorldServer()
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{
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}
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void WorldServer::Connect()
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{
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m_connection = std::make_unique<EQ::Net::ServertalkClient>(
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Config->WorldIP,
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Config->WorldTCPPort,
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false,
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"QueryServ",
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Config->SharedKey
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);
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m_connection->OnMessage(std::bind(&WorldServer::HandleMessage, this, std::placeholders::_1, std::placeholders::_2));
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}
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bool WorldServer::SendPacket(ServerPacket *pack)
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{
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m_connection->SendPacket(pack);
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return true;
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}
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std::string WorldServer::GetIP() const
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{
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return m_connection->Handle()->RemoteIP();
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}
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uint16 WorldServer::GetPort() const
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{
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return m_connection->Handle()->RemotePort();
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}
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bool WorldServer::Connected() const
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{
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return m_connection->Connected();
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}
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void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
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{
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switch (opcode) {
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case 0: {
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break;
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}
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case ServerOP_ReloadLogs: {
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LogSys.LoadLogDatabaseSettings();
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player_event_logs.ReloadSettings();
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break;
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}
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case ServerOP_QueryServGeneric: {
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/*
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The purpose of ServerOP_QueryServerGeneric is so that we don't have to add code to world just to relay packets
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each time we add functionality to queryserv.
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A ServerOP_QueryServGeneric packet has the following format:
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uint32 SourceZoneID
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uint32 SourceInstanceID
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char OriginatingCharacterName[0]
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- Null terminated name of the character this packet came from. This could be just
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- an empty string if it has no meaning in the context of a particular packet.
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uint32 Type
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The 'Type' field is a 'sub-opcode'. A value of 0 is used for the LFGuild packets. The next feature to be added
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to queryserv would use 1, etc.
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Obviously, any fields in the packet following the 'Type' will be unique to the particular type of packet. The
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'Generic' in the name of this ServerOP code relates to the four header fields.
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*/
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auto from = p.GetCString(8);
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uint32 Type = p.GetUInt32(8 + from.length() + 1);
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switch (Type) {
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case QSG_LFGuild: {
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ServerPacket pack;
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pack.pBuffer = (uchar *) p.Data();
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pack.opcode = opcode;
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pack.size = (uint32) p.Length();
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lfguildmanager.HandlePacket(&pack);
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pack.pBuffer = nullptr;
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break;
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}
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default:
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LogInfo("Received unhandled ServerOP_QueryServGeneric", Type);
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break;
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}
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break;
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}
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case ServerOP_QSSendQuery: {
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/* Process all packets here */
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ServerPacket pack;
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pack.pBuffer = (uchar *) p.Data();
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pack.opcode = opcode;
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pack.size = (uint32) p.Length();
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qs_database.GeneralQueryReceive(&pack);
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pack.pBuffer = nullptr;
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break;
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}
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default:
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LogInfo("Unhandled opcode: {}", opcode);
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break;
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}
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}
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