eqemu-server/zone/expedition.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

170 lines
8.5 KiB
C++

/**
* EQEmulator: Everquest Server Emulator
* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY except by those people which sell it, which
* are required to give you total support for your newly bought product;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#ifndef EXPEDITION_H
#define EXPEDITION_H
#include "dynamic_zone.h"
#include "../common/expedition_lockout_timer.h"
#include "../common/repositories/expeditions_repository.h"
#include <cstdint>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include <cassert>
class Client;
class EQApplicationPacket;
struct ExpeditionInvite;
class ExpeditionRequest;
class ServerPacket;
extern const char* const DZ_YOU_NOT_ASSIGNED;
enum class ExpeditionLockMessage : uint8_t
{
None = 0,
Close,
Begin
};
class Expedition
{
public:
Expedition() = delete;
Expedition(DynamicZone* dz);
Expedition(DynamicZone* dz, uint32_t id, uint32_t dz_id);
static Expedition* TryCreate(Client* requester, DynamicZone& dynamiczone, bool disable_messages);
static void CacheFromDatabase(uint32_t expedition_id);
static bool CacheAllFromDatabase();
static Expedition* FindCachedExpeditionByCharacterID(uint32_t character_id);
static Expedition* FindCachedExpeditionByCharacterName(const std::string& char_name);
static Expedition* FindCachedExpeditionByDynamicZoneID(uint32_t dz_id);
static Expedition* FindCachedExpeditionByID(uint32_t expedition_id);
static Expedition* FindCachedExpeditionByZoneInstance(uint32_t zone_id, uint32_t instance_id);
static std::vector<ExpeditionLockoutTimer> GetExpeditionLockoutsByCharacterID(uint32_t character_id);
static void HandleWorldMessage(ServerPacket* pack);
static void AddLockoutByCharacterID(uint32_t character_id, const std::string& expedition_name,
const std::string& event_name, uint32_t seconds, const std::string& uuid = {});
static void AddLockoutByCharacterName(const std::string& character_name, const std::string& expedition_name,
const std::string& event_name, uint32_t seconds, const std::string& uuid = {});
static bool HasLockoutByCharacterID(uint32_t character_id,
const std::string& expedition_name, const std::string& event_name);
static bool HasLockoutByCharacterName(const std::string& character_name,
const std::string& expedition_name, const std::string& event_name);
static void RemoveLockoutsByCharacterID(uint32_t character_id,
const std::string& expedition_name = {}, const std::string& event_name = {});
static void RemoveLockoutsByCharacterName(const std::string& character_name,
const std::string& expedition_name = {}, const std::string& event_name = {});
static void AddLockoutClients(const ExpeditionLockoutTimer& lockout, uint32_t exclude_id = 0);
uint32_t GetID() const { return m_id; }
uint32_t GetDynamicZoneID() const { return m_dynamic_zone_id; }
DynamicZone* GetDynamicZone() const { return m_dynamic_zone; }
const DynamicZoneMember& GetLeader() { return GetDynamicZone()->GetLeader(); }
uint32_t GetLeaderID() { return GetDynamicZone()->GetLeaderID(); }
const std::string& GetLeaderName() { return GetDynamicZone()->GetLeaderName(); }
const std::unordered_map<std::string, ExpeditionLockoutTimer>& GetLockouts() const { return m_lockouts; }
const std::string& GetName() { return GetDynamicZone()->GetName(); }
void RegisterDynamicZoneCallbacks();
bool IsLocked() const { return m_is_locked; }
void SetLocked(bool lock_expedition, ExpeditionLockMessage lock_msg,
bool update_db = false, uint32_t msg_color = Chat::Yellow);
void AddLockout(const std::string& event_name, uint32_t seconds);
void AddLockoutDuration(const std::string& event_name, int seconds, bool members_only = true);
void AddReplayLockout(uint32_t seconds);
void AddReplayLockoutDuration(int seconds, bool members_only = true);
bool HasLockout(const std::string& event_name);
bool HasReplayLockout();
void RemoveLockout(const std::string& event_name);
void SetReplayLockoutOnMemberJoin(bool add_on_join, bool update_db = false);
void SyncCharacterLockouts(uint32_t character_id, std::vector<ExpeditionLockoutTimer>& client_lockouts);
void UpdateLockoutDuration(const std::string& event_name, uint32_t seconds, bool members_only = true);
bool CanClientLootCorpse(Client* client, uint32_t npc_type_id, uint32_t spawn_id);
std::string GetLootEventByNPCTypeID(uint32_t npc_id);
std::string GetLootEventBySpawnID(uint32_t spawn_id);
void SetLootEventByNPCTypeID(uint32_t npc_type_id, const std::string& event_name);
void SetLootEventBySpawnID(uint32_t spawn_id, const std::string& event_name);
void SendWorldMakeLeaderRequest(uint32_t requester_id, const std::string& new_leader_name);
void SendWorldPendingInvite(const ExpeditionInvite& invite, const std::string& add_name);
void DzAddPlayer(Client* requester, const std::string& add_char_name, const std::string& swap_remove_name = {});
void DzAddPlayerContinue(std::string leader_name, std::string add_char_name, std::string swap_remove_name = {});
void DzInviteResponse(Client* add_client, bool accepted, const std::string& swap_remove_name);
void DzMakeLeader(Client* requester, std::string new_leader_name);
void DzPlayerList(Client* requester);
void DzRemovePlayer(Client* requester, std::string remove_char_name);
void DzSwapPlayer(Client* requester, std::string remove_char_name, std::string add_char_name);
void DzQuit(Client* requester);
void DzKickPlayers(Client* requester);
static const int32_t REPLAY_TIMER_ID;
static const int32_t EVENT_TIMER_ID;
private:
static void CacheExpeditions(std::vector<ExpeditionsRepository::Expeditions>&& expeditions);
static void SendWorldCharacterLockout(uint32_t character_id, const ExpeditionLockoutTimer& lockout, bool remove);
void AddLockout(const ExpeditionLockoutTimer& lockout, bool members_only = false);
void AddLockoutDurationClients(const ExpeditionLockoutTimer& lockout, int seconds, uint32_t exclude_id = 0);
bool ConfirmLeaderCommand(Client* requester);
void OnClientAddRemove(Client* client, bool removed, bool silent);
void LoadRepositoryResult(const ExpeditionsRepository::Expeditions& entry);
bool ProcessAddConflicts(Client* leader_client, Client* add_client, bool swapping);
void ProcessLockoutDuration(const ExpeditionLockoutTimer& lockout, int seconds, bool members_only = false);
void ProcessLockoutUpdate(const ExpeditionLockoutTimer& lockout, bool remove, bool members_only = false);
void SaveLockouts(ExpeditionRequest& request);
void SendClientExpeditionInvite(
Client* client, const std::string& inviter_name, const std::string& swap_remove_name);
void SendLeaderMessage(Client* leader_client, uint16_t chat_type, uint32_t string_id,
const std::initializer_list<std::string>& args = {});
void SendWorldExpeditionUpdate(uint16_t server_opcode);
void SendWorldAddPlayerInvite(const std::string& inviter_name, const std::string& swap_remove_name,
const std::string& add_name, bool pending = false);
void SendWorldLockoutDuration(
const ExpeditionLockoutTimer& lockout, int seconds, bool members_only = false);
void SendWorldLockoutUpdate(
const ExpeditionLockoutTimer& lockout, bool remove, bool members_only = false);
void SendWorldSettingChanged(uint16_t server_opcode, bool setting_value);
void SetDynamicZone(DynamicZone&& dz);
void TryAddClient(Client* add_client, const std::string& inviter_name,
const std::string& swap_remove_name, Client* leader_client = nullptr);
std::unique_ptr<EQApplicationPacket> CreateInvitePacket(const std::string& inviter_name, const std::string& swap_remove_name);
uint32_t m_id = 0;
uint32_t m_dynamic_zone_id = 0;
bool m_is_locked = false;
bool m_add_replay_on_join = true;
DynamicZone* m_dynamic_zone = nullptr; // should never be null, will exist for lifetime of expedition
std::unordered_map<std::string, ExpeditionLockoutTimer> m_lockouts;
std::unordered_map<uint32_t, std::string> m_npc_loot_events; // only valid inside dz zone
std::unordered_map<uint32_t, std::string> m_spawn_loot_events; // only valid inside dz zone
};
#endif