Ok, ce face aceast cod sursa ?
Salveaza toate loguile din pm in navicat in LOG.
Tot ce vorbesc playeri in pm , se salveaza in log navicat.
Deschidem log.cpp si adaugam :
//- Whisper Logging Function
void LogManager::WhisperLog(const char * from, const char * to, const char * message)
{
m_sql.EscapeString(__escape_hint, sizeof(__escape_hint), message, strlen(message));
Query("INSERT INTO whisper_log (from_msg, to_msg, msg_text) VALUES ('%s', '%s', '%s')", from, to, __escape_hint);
}
Descidem log.h si adaugam urmatoarea linie :
//Whisper Logging Function
void WhisperLog(const char * from, const char * to, const char * message);
Deschidem main.cpp si cautam linia asta :
if (LC_IsEurope() != true)
{
sys_log(0, "WHISPER: %s -> %s : %s", ch->GetName(), pinfo->szNameTo, buf);
}
Sub linia numaru 3 adagam acest cod :
//- Adds Whispers to Log Database
LogManager::instance().WhisperLog(ch->GetName(), pinfo->szNameTo, buf)
;
AM terminat cu partea de game
Acum creeam un nou tabel in navicat la log, acesta este codul sursa la tabelul din navicat :
DROP TABLE IF EXISTS `whisper_log`;
CREATE TABLE `whisper_log` (
`id` int(20) NOT NULL AUTO_INCREMENT,
`time` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP,
`from_msg` varchar(24) NOT NULL DEFAULT 'error',
`to_msg` varchar(24) NOT NULL DEFAULT 'error',
`msg_text` varchar(250) NOT NULL DEFAULT 'empty_msg_error',
PRIMARY KEY (`id`)
) ENGINE=MyISAM AUTO_INCREMENT=3 DEFAULT CHARSET=utf8;
Deci tot ce vorbesc playeri in pm, se salveza in acel log_whisper
Succes !