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bwreportingapplication's Issues

Improve runtime table creation

Improve runtime table creation, right now it does not properly handle foreign keys (would blow up on MIA tables right now anyways), and doesn't handle either multiple keys on one column or one key across multiple columns.

Add documentation

Right now the code is pretty confusing, once all the feature shit is done, go through, refactor, comment, and get this shit code reviewed.

  • Document and format code
  • Get code reviewed

Handle MySQL connection level failures better.

Reporting process dies due to MySql error:
MySql.Data.MySqlClient.MySqlException (0x80004005): Fatal error encountered during command execution. ---> MySql.Data.MySqlClient.MySqlException (0x80004005): Fatal error encountered attempting to read the resultset. ---> MySql.Data.MySqlClient.MySqlException (0x80004005): Reading from the stream has failed. ---> System.IO.IOException: Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host. ---> System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host

Interface with MySQL less

  • Remove player to session
  • Change Player-To-Session-To-Mission-To-Session to just Player-To-Mission-To-Session
  • Only write to MySQL on mission complete (or server crash), otherwise track in memory

This should significantly reduce network traffic, and increase reporting run speed. It does make the final mission write a lot more valuable, so ensure it gets written (use repeat logic on failure).

Add better MySQL error handling

Add better MySQL error handling, recently some hiccup in response time to the MySQL server caused the reporting process to crash while getting or creating a mission session, it should just retry and log the error.

Add PTSTMTS tracking

Add player to session to mission to session tracking. Will allow more drill down on player tracking, and give an accurate count of people who played a mission.

Fix player count being wrong

Player count received from the bit response is wrong, do a true calculation from the numbers of players connected.

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