mirror of
https://github.com/EQEmu/Server.git
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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>
195 lines
5.7 KiB
C++
195 lines
5.7 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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#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 <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 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_KeepAlive: {
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break;
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}
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case ServerOP_Speech: {
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Server_Speech_Struct *SSS = (Server_Speech_Struct *) p.Data();
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std::string tmp1 = SSS->from;
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std::string tmp2 = SSS->to;
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database.AddSpeech(tmp1.c_str(), tmp2.c_str(), SSS->message, SSS->minstatus, SSS->guilddbid, SSS->type);
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break;
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}
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case ServerOP_QSPlayerLogTrades: {
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PlayerLogTrade_Struct *QS = (PlayerLogTrade_Struct *) p.Data();
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database.LogPlayerTrade(QS, QS->_detail_count);
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break;
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}
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case ServerOP_QSPlayerDropItem: {
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QSPlayerDropItem_Struct *QS = (QSPlayerDropItem_Struct *) p.Data();
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database.LogPlayerDropItem(QS);
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break;
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}
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case ServerOP_QSPlayerLogHandins: {
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QSPlayerLogHandin_Struct *QS = (QSPlayerLogHandin_Struct *) p.Data();
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database.LogPlayerHandin(QS, QS->_detail_count);
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break;
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}
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case ServerOP_QSPlayerLogNPCKills: {
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QSPlayerLogNPCKill_Struct *QS = (QSPlayerLogNPCKill_Struct *) p.Data();
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uint32 Members = (uint32) (p.Length() - sizeof(QSPlayerLogNPCKill_Struct));
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if (Members > 0) { Members = Members / sizeof(QSPlayerLogNPCKillsPlayers_Struct); }
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database.LogPlayerNPCKill(QS, Members);
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break;
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}
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case ServerOP_QSPlayerLogDeletes: {
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QSPlayerLogDelete_Struct *QS = (QSPlayerLogDelete_Struct *) p.Data();
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uint32 Items = QS->char_count;
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database.LogPlayerDelete(QS, Items);
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break;
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}
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case ServerOP_QSPlayerLogMoves: {
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QSPlayerLogMove_Struct *QS = (QSPlayerLogMove_Struct *) p.Data();
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uint32 Items = QS->char_count;
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database.LogPlayerMove(QS, Items);
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break;
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}
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case ServerOP_QSPlayerLogMerchantTransactions: {
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QSMerchantLogTransaction_Struct *QS = (QSMerchantLogTransaction_Struct *) p.Data();
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uint32 Items = QS->char_count + QS->merchant_count;
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database.LogMerchantTransaction(QS, Items);
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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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database.GeneralQueryReceive(&pack);
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pack.pBuffer = nullptr;
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break;
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}
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}
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}
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