eqemu-server/common/repositories/expeditions_repository.h
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

135 lines
3.6 KiB
C++

#ifndef EQEMU_EXPEDITIONS_REPOSITORY_H
#define EQEMU_EXPEDITIONS_REPOSITORY_H
#include "../database.h"
#include "../strings.h"
#include "base/base_expeditions_repository.h"
class ExpeditionsRepository: public BaseExpeditionsRepository {
public:
/**
* This file was auto generated and can be modified and extended upon
*
* Base repository methods are automatically
* generated in the "base" version of this repository. The base repository
* is immutable and to be left untouched, while methods in this class
* are used as extension methods for more specific persistence-layer
* accessors or mutators.
*
* Base Methods (Subject to be expanded upon in time)
*
* Note: Not all tables are designed appropriately to fit functionality with all base methods
*
* InsertOne
* UpdateOne
* DeleteOne
* FindOne
* GetWhere(std::string where_filter)
* DeleteWhere(std::string where_filter)
* InsertMany
* All
*
* Example custom methods in a repository
*
* ExpeditionsRepository::GetByZoneAndVersion(int zone_id, int zone_version)
* ExpeditionsRepository::GetWhereNeverExpires()
* ExpeditionsRepository::GetWhereXAndY()
* ExpeditionsRepository::DeleteWhereXAndY()
*
* Most of the above could be covered by base methods, but if you as a developer
* find yourself re-using logic for other parts of the code, its best to just make a
* method that can be re-used easily elsewhere especially if it can use a base repository
* method and encapsulate filters there
*/
// Custom extended repository methods here
struct CharacterExpedition
{
uint32_t id;
std::string name;
uint32_t expedition_id;
};
static std::vector<CharacterExpedition> GetCharactersWithExpedition(
Database& db, const std::vector<std::string>& character_names)
{
if (character_names.empty())
{
return {};
}
std::vector<CharacterExpedition> entries;
auto joined_character_names = fmt::format("'{}'", Strings::Join(character_names, "','"));
auto results = db.QueryDatabase(fmt::format(SQL(
SELECT
character_data.id,
character_data.name,
MAX(expeditions.id)
FROM character_data
LEFT JOIN dynamic_zone_members
ON character_data.id = dynamic_zone_members.character_id
LEFT JOIN expeditions
ON dynamic_zone_members.dynamic_zone_id = expeditions.dynamic_zone_id
WHERE character_data.name IN ({})
GROUP BY character_data.id
ORDER BY FIELD(character_data.name, {})
),
joined_character_names,
joined_character_names
));
if (results.Success())
{
entries.reserve(results.RowCount());
for (auto row = results.begin(); row != results.end(); ++row)
{
CharacterExpedition entry{};
entry.id = std::strtoul(row[0], nullptr, 10);
entry.name = row[1];
entry.expedition_id = row[2] ? std::strtoul(row[2], nullptr, 10) : 0;
entries.emplace_back(std::move(entry));
}
}
return entries;
}
static uint32_t GetIDByMemberID(Database& db, uint32_t character_id)
{
if (character_id == 0)
{
return 0;
}
uint32_t expedition_id = 0;
auto results = db.QueryDatabase(fmt::format(SQL(
SELECT
expeditions.id
FROM expeditions
INNER JOIN dynamic_zone_members
ON expeditions.dynamic_zone_id = dynamic_zone_members.dynamic_zone_id
WHERE
dynamic_zone_members.character_id = {}
),
character_id
));
if (results.Success() && results.RowCount() > 0)
{
auto row = results.begin();
expedition_id = std::strtoul(row[0], nullptr, 10);
}
return expedition_id;
}
};
#endif //EQEMU_EXPEDITIONS_REPOSITORY_H