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Author SHA1 Message Date
kadeshar
254055ff32 Workaround for checkboxes without task (#2116)
# Pull Request

Describe what this change does and why it is needed...

---

## Design Philosophy

We prioritize **stability, performance, and predictability** over
behavioral realism.
Complex player-mimicking logic is intentionally limited due to its
negative impact on scalability, maintainability, and
long-term robustness.

Excessive processing overhead can lead to server hiccups, increased CPU
usage, and degraded performance for all
participants. Because every action and
decision tree is executed **per bot and per trigger**, even small
increases in logic complexity can scale poorly and
negatively affect both players and
world (random) bots. Bots are not expected to behave perfectly, and
perfect simulation of human decision-making is not a
project goal. Increased behavioral
realism often introduces disproportionate cost, reduced predictability,
and significantly higher maintenance overhead.

Every additional branch of logic increases long-term responsibility. All
decision paths must be tested, validated, and
maintained continuously as the system evolves.
If advanced or AI-intensive behavior is introduced, the **default
configuration must remain the lightweight decision
model**. More complex behavior should only be
available as an **explicit opt-in option**, clearly documented as having
a measurable performance cost.

Principles:

- **Stability before intelligence**  
  A stable system is always preferred over a smarter one.

- **Performance is a shared resource**  
  Any increase in bot cost affects all players and all bots.

- **Simple logic scales better than smart logic**  
Predictable behavior under load is more valuable than perfect decisions.

- **Complexity must justify itself**  
  If a feature cannot clearly explain its cost, it should not exist.

- **Defaults must be cheap**  
  Expensive behavior must always be optional and clearly communicated.

- **Bots should look reasonable, not perfect**  
  The goal is believable behavior, not human simulation.

Before submitting, confirm that this change aligns with those
principles.

---

## Feature Evaluation

Please answer the following:

- Describe the **minimum logic** required to achieve the intended
behavior?
- Describe the **cheapest implementation** that produces an acceptable
result?
- Describe the **runtime cost** when this logic executes across many
bots?

---

## How to Test the Changes

- Step-by-step instructions to test the change
- Any required setup (e.g. multiple players, bots, specific
configuration)
- Expected behavior and how to verify it

## Complexity & Impact

Does this change add new decision branches?
```
[ ] No
[ ] Yes (**explain below**)
```

Does this change increase per-bot or per-tick processing?
```
[ ] No
[ ] Yes (**describe and justify impact**)
```

Could this logic scale poorly under load?
```
[ ] No
[ ] Yes (**explain why**)
```
---

## Defaults & Configuration

Does this change modify default bot behavior?
```
[ ] No
[ ] Yes (**explain why**)
```

If this introduces more advanced or AI-heavy logic:
```
[ ] Lightweight mode remains the default
[ ] More complex behavior is optional and thereby configurable
```
---

## AI Assistance

Was AI assistance (e.g. ChatGPT or similar tools) used while working on
this change?
```
[ ] No
[ ] Yes (**explain below**)
```

If yes, please specify:

- AI tool or model used (e.g. ChatGPT, GPT-4, Claude, etc.)
- Purpose of usage (e.g. brainstorming, refactoring, documentation, code
generation)
- Which parts of the change were influenced or generated
- Whether the result was manually reviewed and adapted

AI assistance is allowed, but all submitted code must be fully
understood, reviewed, and owned by the contributor.
Any AI-influenced changes must be verified against existing CORE and PB
logic. We expect contributors to be honest
about what they do and do not understand.

---

## Final Checklist

- [ ] Stability is not compromised
- [ ] Performance impact is understood, tested, and acceptable
- [ ] Added logic complexity is justified and explained
- [ ] Documentation updated if needed

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-03 23:08:53 +01:00
bashermens
31765c77fa Update PULL_REQUEST_TEMPLATE.md (#2114) 2026-02-03 21:48:58 +01:00
Thomas Frey
c86032f43b Convert PlayerBots tables to InnoDB (#2083)
Convert PlayerBots tables to InnoDB (disable strict mode during
conversion)

# Pull Request

### This change converts the PlayerBots-related tables from MyISAM to
InnoDB.

**Why this is beneficial (even without fixing a specific bug):**

- Crash safety & data integrity: InnoDB is transactional and uses redo
logs; it provides automatic crash recovery, unlike MyISAM which can
require manual repairs after unclean shutdowns.
- Row-level locking: InnoDB reduces write contention and improves
concurrency under bot-heavy workloads compared to MyISAM’s table-level
locks.
- Consistent reads: InnoDB supports MVCC, enabling stable reads while
writes are happening—useful for mixed read/write access patterns.
- Operational robustness: Better behavior under backup/restore and
replication scenarios; fewer “table marked as crashed” style issues.

Strict mode handling:
The migration toggles innodb_strict_mode off only for the session to
prevent the conversion from failing on edge-case legacy definitions,
then re-enables it immediately after.

---

## How to Test the Changes

- Step-by-step instructions to test the change
Run the SQL script in the Playerbot database.
- Any required setup (e.g. multiple players, bots, specific
configuration)
No
- Expected behavior and how to verify it
All tables should now have been converted from InnoDB to MyISAM.
This script should return nothing:

```
SELECT
    t.TABLE_SCHEMA AS db_name,
    t.TABLE_NAME   AS table_name,
    t.ENGINE       AS storage_engine
FROM information_schema.TABLES t
WHERE t.TABLE_SCHEMA = DATABASE()
-- With phpMyAdmin, use the following and insert your database name, e.g., “acore_playerbots.”
-- WHERE t.TABLE_SCHEMA = 'YOUR_PLAYERBOT_DB'
  AND t.TABLE_TYPE = 'BASE TABLE'
  AND t.ENGINE = 'MyISAM'
ORDER BY t.TABLE_NAME;
```

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)

---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [ ] Documentation updated if needed
- [x] I tested this script on a server with 2000 bots for 6 days
(running 24/h) and had no issues with it.

---


## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.
2026-02-02 22:42:02 +01:00
Alex Dcnh
ba835250c8 New whisper command "pvp stats" that allows players to ask a bot to report its current Arena Points, Honor Points, and Arena Teams (#2071)
# Pull Request

This PR adds a new whisper command "pvp stats" that allows players to
ask a bot to report its current Arena Points, Honor Points, and Arena
Teams (name and team rating).

Reason:
Due to a client limitation in WoW 3.3.5a, the inspection window does not
display another player's Arena or Honor points , only team data.
This command provides an easy in-game way to check a bot’s PvP
currencies without modifying the client or core packets.

---

## Design Philosophy

Uses existing core getters (GetArenaPoints, GetHonorPoints,
GetArenaTeamId, etc.).
Fully integrated into the chat command system (ChatTriggerContext,
ChatActionContext).
Safe, no gameplay changes, purely informational.
No harcoded texts, use database local instead

---

## How to Test the Changes

/w BotName pvp stats

Bot reply:

[PVP] Arena Points: 302 | Honor Points: 11855
[PVP] 2v2: <The Fighters> (rating 2000)
[PVP] 3v3: <The Trio> (rating 573)

## Complexity & Impact

- Does this change add new decision branches?
    - [x] No
    - [ ] Yes (**explain below**)

- Does this change increase per-bot or per-tick processing?
    - [x] No
    - [ ] Yes (**describe and justify impact**)

- Could this logic scale poorly under load?
    - [x] No
    - [ ] Yes (**explain why**)

---

## Defaults & Configuration

- Does this change modify default bot behavior?
    - [x] No
    - [ ] Yes (**explain why**)

If this introduces more advanced or AI-heavy logic:

- [x] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable

---

## AI Assistance

- Was AI assistance (e.g. ChatGPT or similar tools) used while working
on this change?
    - [x] No
    - [ ] Yes (**explain below**)

---

## Final Checklist

- [x] Stability is not compromised
- [x] Performance impact is understood, tested, and acceptable
- [x] Added logic complexity is justified and explained
- [x] Documentation updated if needed

---

Multibot already ready

Here is a sample of multibot when merged:
<img width="706" height="737" alt="image"
src="https://github.com/user-attachments/assets/5bcdd9f8-e2fc-4c29-a497-9fffba5dfd4e"
/>

---

## Notes for Reviewers

Anything that significantly improves realism at the cost of stability or
performance should be carefully discussed
before merging.

---------

Co-authored-by: bashermens <31279994+hermensbas@users.noreply.github.com>
2026-02-02 22:40:12 +01:00
bashermens
8c2a27b9fe Update check_pr_source.yml (#2101) 2026-02-01 22:41:49 +01:00
10 changed files with 277 additions and 24 deletions

View File

@@ -66,38 +66,35 @@ Please answer the following:
## Complexity & Impact
- Does this change add new decision branches?
- [ ] No
- [ ] Yes (**explain below**)
Does this change add new decision branches?
- - [ ] No
- - [ ] Yes (**explain below**)
- Does this change increase per-bot or per-tick processing?
- [ ] No
- [ ] Yes (**describe and justify impact**)
- Could this logic scale poorly under load?
- [ ] No
- [ ] Yes (**explain why**)
Does this change increase per-bot or per-tick processing?
- - [ ] No
- - [ ] Yes (**describe and justify impact**)
Could this logic scale poorly under load?
- - [ ] No
- - [ ] Yes (**explain why**)
---
## Defaults & Configuration
- Does this change modify default bot behavior?
- [ ] No
- [ ] Yes (**explain why**)
Does this change modify default bot behavior?
- - [ ] No
- - [ ] Yes (**explain why**)
If this introduces more advanced or AI-heavy logic:
- [ ] Lightweight mode remains the default
- [ ] More complex behavior is optional and thereby configurable
- - [ ] Lightweight mode remains the default
- - [ ] More complex behavior is optional and thereby configurable
---
## AI Assistance
- Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change?
- [ ] No
- [ ] Yes (**explain below**)
Was AI assistance (e.g. ChatGPT or similar tools) used while working on this change?
- - [ ] No
- - [ ] Yes (**explain below**)
If yes, please specify:
@@ -114,10 +111,10 @@ about what they do and do not understand.
## Final Checklist
- [ ] Stability is not compromised
- [ ] Performance impact is understood, tested, and acceptable
- [ ] Added logic complexity is justified and explained
- [ ] Documentation updated if needed
- - [ ] Stability is not compromised
- - [ ] Performance impact is understood, tested, and acceptable
- - [ ] Added logic complexity is justified and explained
- - [ ] Documentation updated if needed
---

View File

@@ -0,0 +1,9 @@
-- Temporarily disables innodb_strict_mode for the session to allow the script to complete even if legacy table definitions contain InnoDB-incompatible attributes
SET SESSION innodb_strict_mode = 0;
-- Change the tables to InnoDB
ALTER TABLE playerbots_guild_names ENGINE=InnoDB;
ALTER TABLE playerbots_names ENGINE=InnoDB;
-- Re-enables innodb_strict_mode
SET SESSION innodb_strict_mode = 1;

View File

@@ -0,0 +1,18 @@
-- Temporarily disables innodb_strict_mode for the session to allow the script to complete even if legacy table definitions contain InnoDB-incompatible attributes
SET SESSION innodb_strict_mode = 0;
-- Change the tables to InnoDB
ALTER TABLE playerbots_dungeon_suggestion_abbrevation ENGINE=InnoDB;
ALTER TABLE playerbots_dungeon_suggestion_definition ENGINE=InnoDB;
ALTER TABLE playerbots_dungeon_suggestion_strategy ENGINE=InnoDB;
ALTER TABLE playerbots_equip_cache ENGINE=InnoDB;
ALTER TABLE playerbots_item_info_cache ENGINE=InnoDB;
ALTER TABLE playerbots_rarity_cache ENGINE=InnoDB;
ALTER TABLE playerbots_rnditem_cache ENGINE=InnoDB;
ALTER TABLE playerbots_tele_cache ENGINE=InnoDB;
ALTER TABLE playerbots_travelnode ENGINE=InnoDB;
ALTER TABLE playerbots_travelnode_link ENGINE=InnoDB;
ALTER TABLE playerbots_travelnode_path ENGINE=InnoDB;
-- Re-enables innodb_strict_mode
SET SESSION innodb_strict_mode = 1;

View File

@@ -0,0 +1,101 @@
-- #########################################################
-- Playerbots - Add PVP / Arena texts for TellPvpAction
-- Localized for all WotLK locales (koKR, frFR, deDE, zhCN,
-- zhTW, esES, esMX, ruRU)
-- #########################################################
-- ---------------------------------------------------------
-- pvp_currency
-- [PVP] Arena points: %arena_points | Honor Points: %honor_points
-- ---------------------------------------------------------
INSERT INTO `ai_playerbot_texts`
(`name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
SELECT
'pvp_currency',
'[PVP] Arena points: %arena_points | Honor Points: %honor_points',
0, 0,
-- koKR
'[PVP] 투기장 점수: %arena_points | 명예 점수: %honor_points',
-- frFR
'[PVP] Points d''arène : %arena_points | Points d''honneur : %honor_points',
-- deDE
'[PVP] Arenapunkte: %arena_points | Ehrenpunkte: %honor_points',
-- zhCN
'[PVP] 竞技场点数:%arena_points | 荣誉点数:%honor_points',
-- zhTW
'[PVP] 競技場點數:%arena_points | 榮譽點數:%honor_points',
-- esES
'[PVP] Puntos de arena: %arena_points | Puntos de honor: %honor_points',
-- esMX
'[PVP] Puntos de arena: %arena_points | Puntos de honor: %honor_points',
-- ruRU
'[PVP] Очки арены: %arena_points | Очки чести: %honor_points'
WHERE NOT EXISTS (
SELECT 1 FROM `ai_playerbot_texts` WHERE `name` = 'pvp_currency'
);
-- ---------------------------------------------------------
-- pvp_arena_team
-- [PVP] %bracket: <%team_name> (rating %team_rating)
-- ---------------------------------------------------------
INSERT INTO `ai_playerbot_texts`
(`name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
SELECT
'pvp_arena_team',
'[PVP] %bracket: <%team_name> (rating %team_rating)',
0, 0,
-- koKR
'[PVP] %bracket: <%team_name> (평점 %team_rating)',
-- frFR
'[PVP] %bracket : <%team_name> (cote %team_rating)',
-- deDE
'[PVP] %bracket: <%team_name> (Wertung %team_rating)',
-- zhCN
'[PVP] %bracket: <%team_name> (评分 %team_rating)',
-- zhTW
'[PVP] %bracket: <%team_name> (評分 %team_rating)',
-- esES
'[PVP] %bracket: <%team_name> (índice %team_rating)',
-- esMX
'[PVP] %bracket: <%team_name> (índice %team_rating)',
-- ruRU
'[PVP] %bracket: <%team_name> (рейтинг %team_rating)'
WHERE NOT EXISTS (
SELECT 1 FROM `ai_playerbot_texts` WHERE `name` = 'pvp_arena_team'
);
-- ---------------------------------------------------------
-- pvp_no_arena_team
-- [PVP] I have no Arena Team.
-- ---------------------------------------------------------
INSERT INTO `ai_playerbot_texts`
(`name`, `text`, `say_type`, `reply_type`,
`text_loc1`, `text_loc2`, `text_loc3`, `text_loc4`,
`text_loc5`, `text_loc6`, `text_loc7`, `text_loc8`)
SELECT
'pvp_no_arena_team',
'[PVP] I have no Arena Team.',
0, 0,
-- koKR
'[PVP] 투기장 팀이 없습니다.',
-- frFR
'[PVP] Je n''ai aucune équipe d''arène.',
-- deDE
'[PVP] Ich habe kein Arenateam.',
-- zhCN
'[PVP] 我没有竞技场战队。',
-- zhTW
'[PVP] 我沒有競技場隊伍。',
-- esES
'[PVP] No tengo equipo de arena.',
-- esMX
'[PVP] No tengo equipo de arena.',
-- ruRU
'[PVP] У меня нет команды арены.'
WHERE NOT EXISTS (
SELECT 1 FROM `ai_playerbot_texts` WHERE `name` = 'pvp_no_arena_team'
);

View File

@@ -0,0 +1,100 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#include "TellPvpStatsAction.h"
#include <map>
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "Event.h"
#include "Player.h"
#include "PlayerbotAI.h"
#include "PlayerbotTextMgr.h"
#include "Playerbots.h"
#include "SharedDefines.h"
#include "Language.h"
namespace
{
inline char const* BracketName(uint8 slot)
{
switch (slot)
{
case ARENA_SLOT_2v2: return "2v2";
case ARENA_SLOT_3v3: return "3v3";
default: return "5v5"; // ARENA_SLOT_5v5
}
}
}
bool TellPvpStatsAction::Execute(Event event)
{
if (!bot)
return false;
// Prefer the actual chat sender (whisper / say / etc.) if available.
Player* requester = nullptr;
if (Unit* owner = event.getOwner())
requester = owner->ToPlayer();
// Fallback to master if event owner is not available.
if (!requester)
requester = GetMaster();
// If we still do not have a valid player to answer to, bail out.
if (!requester)
return false;
// PVP currencies
std::map<std::string, std::string> currencyPlaceholders;
currencyPlaceholders["%arena_points"] = std::to_string(bot->GetArenaPoints());
currencyPlaceholders["%honor_points"] = std::to_string(bot->GetHonorPoints());
std::string const currencyText = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pvp_currency",
"[PVP] Arena points: %arena_points | Honor Points: %honor_points",
currencyPlaceholders);
bot->Whisper(currencyText, LANG_UNIVERSAL, requester);
// Arena Teams by slot
bool anyTeam = false;
for (uint8 slot = 0; slot < MAX_ARENA_SLOT; ++slot)
{
uint32 const teamId = bot->GetArenaTeamId(slot);
if (!teamId)
continue;
if (ArenaTeam* team = sArenaTeamMgr->GetArenaTeamById(teamId))
{
anyTeam = true;
std::map<std::string, std::string> placeholders;
placeholders["%bracket"] = BracketName(slot);
placeholders["%team_name"] = team->GetName();
placeholders["%team_rating"] = std::to_string(team->GetRating());
std::string const teamText = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pvp_arena_team",
"[PVP] %bracket: <%team_name> (rating %team_rating)",
placeholders);
bot->Whisper(teamText, LANG_UNIVERSAL, requester);
}
}
if (!anyTeam)
{
std::string const noTeamText = PlayerbotTextMgr::instance().GetBotTextOrDefault(
"pvp_no_arena_team",
"[PVP] I have no Arena Team.",
std::map<std::string, std::string>());
bot->Whisper(noTeamText, LANG_UNIVERSAL, requester);
}
return true;
}

View File

@@ -0,0 +1,20 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_TELLPVPSTATSACTION_H
#define _PLAYERBOT_TELLPVPSTATSACTION_H
#include "Action.h"
class PlayerbotAI;
class TellPvpStatsAction : public Action
{
public:
TellPvpStatsAction(PlayerbotAI* botAI) : Action(botAI, "tell pvp stats") {}
bool Execute(Event event) override;
};
#endif

View File

@@ -67,6 +67,7 @@
#include "TellItemCountAction.h"
#include "TellLosAction.h"
#include "TellReputationAction.h"
#include "TellPvpStatsAction.h"
#include "TellTargetAction.h"
#include "TradeAction.h"
#include "TrainerAction.h"
@@ -97,6 +98,7 @@ public:
creators["quests"] = &ChatActionContext::quests;
creators["leave"] = &ChatActionContext::leave;
creators["reputation"] = &ChatActionContext::reputation;
creators["tell pvp stats"] = &ChatActionContext::tell_pvp_stats;
creators["log"] = &ChatActionContext::log;
creators["los"] = &ChatActionContext::los;
creators["rpg status"] = &ChatActionContext::rpg_status;
@@ -279,6 +281,7 @@ private:
static Action* quests(PlayerbotAI* botAI) { return new ListQuestsAction(botAI); }
static Action* leave(PlayerbotAI* botAI) { return new LeaveGroupAction(botAI); }
static Action* reputation(PlayerbotAI* botAI) { return new TellReputationAction(botAI); }
static Action* tell_pvp_stats(PlayerbotAI* botAI) { return new TellPvpStatsAction(botAI); }
static Action* log(PlayerbotAI* botAI) { return new LogLevelAction(botAI); }
static Action* los(PlayerbotAI* botAI) { return new TellLosAction(botAI); }
static Action* rpg_status(PlayerbotAI* botAI) { return new TellRpgStatusAction(botAI); }

View File

@@ -24,6 +24,7 @@ public:
creators["leave"] = &ChatTriggerContext::leave;
creators["rep"] = &ChatTriggerContext::reputation;
creators["reputation"] = &ChatTriggerContext::reputation;
creators["pvp stats"] = &ChatTriggerContext::pvp_stats;
creators["log"] = &ChatTriggerContext::log;
creators["los"] = &ChatTriggerContext::los;
creators["rpg status"] = &ChatTriggerContext::rpg_status;
@@ -224,6 +225,7 @@ private:
static Trigger* stats(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "stats"); }
static Trigger* leave(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "leave"); }
static Trigger* reputation(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "reputation"); }
static Trigger* pvp_stats(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "pvp stats"); }
static Trigger* log(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "log"); }
static Trigger* los(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "los"); }
static Trigger* rpg_status(PlayerbotAI* botAI) { return new ChatCommandTrigger(botAI, "rpg status"); }

View File

@@ -27,6 +27,7 @@ void ChatCommandHandlerStrategy::InitTriggers(std::vector<TriggerNode*>& trigger
PassTroughStrategy::InitTriggers(triggers);
triggers.push_back(new TriggerNode("rep", { NextAction("reputation", relevance) }));
triggers.push_back(new TriggerNode("pvp stats", { NextAction("tell pvp stats", relevance) }));
triggers.push_back(new TriggerNode("q", { NextAction("query quest", relevance),
NextAction("query item usage", relevance) }));
triggers.push_back(new TriggerNode("add all loot", { NextAction("add all loot", relevance),
@@ -116,6 +117,7 @@ ChatCommandHandlerStrategy::ChatCommandHandlerStrategy(PlayerbotAI* botAI) : Pas
supported.push_back("stats");
supported.push_back("leave");
supported.push_back("reputation");
supported.push_back("tell pvp stats");
supported.push_back("log");
supported.push_back("los");
supported.push_back("rpg status");

View File

@@ -892,6 +892,7 @@ bool PlayerbotAI::IsAllowedCommand(std::string const text)
unsecuredCommands.insert("invite");
unsecuredCommands.insert("leave");
unsecuredCommands.insert("lfg");
unsecuredCommands.insert("pvp stats");
unsecuredCommands.insert("rpg status");
}