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* 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>
76 lines
2.0 KiB
C++
76 lines
2.0 KiB
C++
#include "discord_manager.h"
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#include "../../common/discord/discord.h"
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#include "../events/player_event_logs.h"
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void DiscordManager::QueueWebhookMessage(uint32 webhook_id, const std::string &message)
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{
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webhook_queue_lock.lock();
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webhook_message_queue[webhook_id].emplace_back(message);
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webhook_queue_lock.unlock();
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}
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constexpr int MAX_MESSAGE_LENGTH = 1900;
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void DiscordManager::ProcessMessageQueue()
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{
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if (webhook_message_queue.empty()) {
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return;
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}
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webhook_queue_lock.lock();
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for (auto &q: webhook_message_queue) {
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LogDiscord("Processing [{}] messages in queue for webhook ID [{}]...", q.second.size(), q.first);
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if (q.first >= MAX_DISCORD_WEBHOOK_ID) {
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LogDiscord("Out of bounds webhook ID [{}] max [{}]", q.first, MAX_DISCORD_WEBHOOK_ID);
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continue;
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}
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auto webhook = LogSys.GetDiscordWebhooks()[q.first];
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std::string message;
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for (auto &m: q.second) {
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// next message would become too large
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bool next_message_too_large = ((int) m.length() + (int) message.length()) > MAX_MESSAGE_LENGTH;
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if (next_message_too_large) {
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Discord::SendWebhookMessage(
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message,
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webhook.webhook_url
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);
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message = "";
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}
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message += m;
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// one single message was too large
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// this should rarely happen but the message will need to be split
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if ((int) message.length() > MAX_MESSAGE_LENGTH) {
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for (unsigned mi = 0; mi < message.length(); mi += MAX_MESSAGE_LENGTH) {
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Discord::SendWebhookMessage(
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message.substr(mi, MAX_MESSAGE_LENGTH),
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webhook.webhook_url
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);
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}
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message = "";
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}
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}
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// final flush
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if (!message.empty()) {
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Discord::SendWebhookMessage(
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message,
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webhook.webhook_url
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);
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}
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}
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webhook_message_queue.clear();
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webhook_queue_lock.unlock();
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}
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void DiscordManager::QueuePlayerEventMessage(const PlayerEvent::PlayerEventContainer& e)
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{
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auto w = player_event_logs.GetDiscordWebhookUrlFromEventType(e.player_event_log.event_type_id);
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if (!w.empty()) {
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Discord::SendPlayerEventMessage(e, w);
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}
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}
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