Core/Misc: Optimize HandleListInventoryOpcode

Thanks to Shauren for the tips
This commit is contained in:
Nay
2012-07-24 00:59:55 +01:00
parent c4bb17e78d
commit 3c7d11eb6e

View File

@@ -27,7 +27,7 @@
#include "UpdateData.h"
#include "ObjectAccessor.h"
#include "SpellInfo.h"
#include <list>
#include <vector>
void WorldSession::HandleSplitItemOpcode(WorldPacket & recv_data)
{
@@ -723,19 +723,6 @@ void WorldSession::HandleListInventoryOpcode(WorldPacket & recv_data)
SendListInventory(guid);
}
struct VendorItemHelper
{
uint32 Slot;
uint32 Type;
uint32 Entry;
uint32 DisplayId;
uint32 Durability;
uint32 ExtendedCost;
uint32 Price;
int32 LeftInStock;
uint32 BuyCount;
};
void WorldSession::SendListInventory(uint64 vendorGuid)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_LIST_INVENTORY");
@@ -756,14 +743,16 @@ void WorldSession::SendListInventory(uint64 vendorGuid)
if (vendor->HasUnitState(UNIT_STATE_MOVING))
vendor->StopMoving();
// build list of available items
VendorItemData const* vendorItems = vendor->GetVendorItems();
std::list<VendorItemHelper> items;
uint8 rawItemCount = vendorItems ? vendorItems->GetItemCount() : 0;
//if (rawItemCount > 300),
// rawItemCount = 300; // client cap but uint8 max value is 255
ByteBuffer itemsData(32 * rawItemCount);
std::vector<bool> enablers;
enablers.reserve(2 * rawItemCount);
const float discountMod = _player->GetReputationPriceDiscount(vendor);
uint8 count = 0;
for (uint8 slot = 0; slot < rawItemCount; ++slot)
@@ -798,28 +787,35 @@ void WorldSession::SendListInventory(uint64 vendorGuid)
int32 price = vendorItem->IsGoldRequired(itemTemplate) ? uint32(floor(itemTemplate->BuyPrice * discountMod)) : 0;
uint32 leftInStock = !vendorItem->maxcount ? 0xFFFFFFFF : vendor->GetVendorItemCurrentCount(vendorItem);
VendorItemHelper item;
item.Slot = count + 1; // client expects counting to start at 1
item.Type = 1; // 1 is items, 2 is currency (FIXME: currency isn't implemented)
item.Entry = vendorItem->item;
item.DisplayId = itemTemplate->DisplayInfoID;
item.Durability = itemTemplate->MaxDurability;
item.ExtendedCost = vendorItem->ExtendedCost;
item.Price = price;
item.LeftInStock = leftInStock;
item.BuyCount = itemTemplate->BuyCount;
itemsData << uint32(count++ + 1); // client expects counting to start at 1
itemsData << uint32(itemTemplate->MaxDurability);
items.push_back(item);
if (vendorItem->ExtendedCost != 0)
{
enablers.push_back(0);
itemsData << uint32(vendorItem->ExtendedCost);
}
else
enablers.push_back(1);
enablers.push_back(1); // unk bit
itemsData << uint32(vendorItem->item);
itemsData << uint32(1); // 1 is items, 2 is currency (FIXME: currency isn't implemented)
itemsData << uint32(price);
itemsData << uint32(itemTemplate->DisplayInfoID);
// if (!unk "enabler") data << uint32(something);
itemsData << int32(leftInStock);
itemsData << uint32(itemTemplate->BuyCount);
}
uint8* guidBytes = (uint8*)&vendorGuid;
WorldPacket data(SMSG_LIST_INVENTORY, 12 + 33 * items.size());
WorldPacket data(SMSG_LIST_INVENTORY, 12 + itemsData.size());
data.WriteBit(guidBytes[1]);
data.WriteBit(guidBytes[0]);
data.WriteBits(items.size(), 21); // item count
data.WriteBits(count, 21); // item count
data.WriteBit(guidBytes[3]);
data.WriteBit(guidBytes[6]);
@@ -827,28 +823,13 @@ void WorldSession::SendListInventory(uint64 vendorGuid)
data.WriteBit(guidBytes[2]);
data.WriteBit(guidBytes[7]);
for (std::list<VendorItemHelper>::const_iterator itr = items.begin(); itr != items.end(); ++itr)
{
data.WriteBit((*itr).ExtendedCost == 0);
data.WriteBit(1); // unk "enabler"
}
for (std::vector<bool>::const_iterator itr = enablers.begin(); itr != enablers.end(); ++itr)
data.WriteBit(*itr);
data.WriteBit(guidBytes[4]);
for (std::list<VendorItemHelper>::const_iterator itr = items.begin(); itr != items.end(); ++itr)
{
data << uint32((*itr).Slot);
data << uint32((*itr).Durability);
if ((*itr).ExtendedCost != 0)
data << uint32((*itr).ExtendedCost);
data << uint32((*itr).Entry);
data << uint32((*itr).Type);
data << uint32((*itr).Price);
data << uint32((*itr).DisplayId);
// if (!unk "enabler") data << uint32(something);
data << int32((*itr).LeftInStock);
data << uint32((*itr).BuyCount);
}
data.FlushBits();
data.append(itemsData);
data.WriteByteSeq(guidBytes[5]);
data.WriteByteSeq(guidBytes[4]);
@@ -856,7 +837,7 @@ void WorldSession::SendListInventory(uint64 vendorGuid)
data.WriteByteSeq(guidBytes[0]);
data.WriteByteSeq(guidBytes[6]);
data << uint8(items.size() == 0); // unk byte, item count 0: 1, item count != 0: 0 or some "random" value below 300
data << uint8(count == 0); // unk byte, item count 0: 1, item count != 0: 0 or some "random" value below 300
data.WriteByteSeq(guidBytes[2]);
data.WriteByteSeq(guidBytes[3]);