Files
TrinityCore/src/server/game/Handlers/AuctionHouseHandler.cpp
DDuarte 7b2274a744 Core/Networking: PoC changes to the way packets are handled
This is a rewrite of the way we send SMSG opcodes, the reasoning behind this is to make fixing packets sent in multiple places easier, and allow for clearer documentation of the packet fields.

Included SMSG_AUTH_RESPONSE and SMSG_AUCTION_COMMAND_RESULT as two examples.
2014-10-30 02:04:54 +00:00

775 lines
29 KiB
C++

/*
* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; 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, see <http://www.gnu.org/licenses/>.
*/
#include "ObjectMgr.h"
#include "Player.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "AuctionHouseMgr.h"
#include "Log.h"
#include "Language.h"
#include "Opcodes.h"
#include "UpdateMask.h"
#include "Util.h"
#include "AccountMgr.h"
#include "AuctionHousePackets.h"
//void called when player click on auctioneer npc
void WorldSession::HandleAuctionHelloOpcode(WorldPacket& recvData)
{
ObjectGuid guid; //NPC guid
recvData >> guid;
Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!unit)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionHelloOpcode - Unit (%s) not found or you can't interact with him.", guid.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
SendAuctionHello(guid, unit);
}
//this void causes that auction window is opened
void WorldSession::SendAuctionHello(ObjectGuid guid, Creature* unit)
{
if (GetPlayer()->getLevel() < sWorld->getIntConfig(CONFIG_AUCTION_LEVEL_REQ))
{
SendNotification(GetTrinityString(LANG_AUCTION_REQ), sWorld->getIntConfig(CONFIG_AUCTION_LEVEL_REQ));
return;
}
AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit->getFaction());
if (!ahEntry)
return;
WorldPacket data(MSG_AUCTION_HELLO, 12);
data << guid;
data << uint32(ahEntry->houseId);
data << uint8(1); // 3.3.3: 1 - AH enabled, 0 - AH disabled
SendPacket(&data);
}
void WorldSession::SendAuctionCommandResult(AuctionEntry* auction, uint32 action, uint32 errorCode, uint32 /*bidError = 0*/)
{
WorldPackets::AuctionHousePackets::AuctionCommandResult auctionCommandResult;
auctionCommandResult.InitializeAuction(auction);
auctionCommandResult.Action = action;
auctionCommandResult.ErrorCode = errorCode;
auctionCommandResult.Write();
SendPacket(&auctionCommandResult.GetWorldPacket());
}
//this function sends notification, if bidder is online
void WorldSession::SendAuctionBidderNotification(uint32 location, uint32 auctionId, ObjectGuid bidder, uint32 bidSum, uint32 diff, uint32 itemEntry)
{
WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8*4));
data << uint32(location);
data << uint32(auctionId);
data << bidder;
data << uint64(bidSum);
data << uint64(diff);
data << uint32(itemEntry);
data << uint32(0);
SendPacket(&data);
}
// this void causes on client to display: "Your auction sold"
void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction)
{
WorldPacket data(SMSG_AUCTION_OWNER_NOTIFICATION, 40);
data << uint32(auction->Id);
data << uint64(auction->bid);
data << uint64(0); //unk
data << uint64(0); //unk
data << uint32(auction->itemEntry);
data << uint32(0); //unk
data << float(0); //unk
SendPacket(&data);
}
void WorldSession::SendAuctionRemovedNotification(uint32 auctionId, uint32 itemEntry, int32 randomPropertyId)
{
WorldPacket data(SMSG_AUCTION_REMOVED_NOTIFICATION, (4+4+4));
data << uint32(auctionId);
data << uint32(itemEntry);
data << uint32(randomPropertyId);
SendPacket(&data);
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
{
ObjectGuid auctioneer;
uint64 bid, buyout;
uint32 itemsCount, etime;
recvData >> auctioneer;
recvData >> itemsCount;
ObjectGuid itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
uint32 count[MAX_AUCTION_ITEMS];
memset(count, 0, sizeof(count));
if (itemsCount > MAX_AUCTION_ITEMS)
{
SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
recvData.rfinish();
return;
}
for (uint32 i = 0; i < itemsCount; ++i)
{
recvData >> itemGUIDs[i];
recvData >> count[i];
if (!itemGUIDs[i] || !count[i] || count[i] > 1000)
{
recvData.rfinish();
return;
}
}
recvData >> bid;
recvData >> buyout;
recvData >> etime;
if (!bid || !etime)
return;
if (bid > MAX_MONEY_AMOUNT || buyout > MAX_MONEY_AMOUNT)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Player %s (%s) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUID().ToString().c_str());
SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) not found or you can't interact with him.", auctioneer.ToString().c_str());
return;
}
AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
if (!auctionHouseEntry)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionSellItem - Unit (%s) has wrong faction.", auctioneer.ToString().c_str());
return;
}
etime *= MINUTE;
switch (etime)
{
case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME:
case 4*MIN_AUCTION_TIME:
break;
default:
return;
}
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
Item* items[MAX_AUCTION_ITEMS];
uint32 finalCount = 0;
uint32 itemEntry = 0;
for (uint32 i = 0; i < itemsCount; ++i)
{
Item* item = _player->GetItemByGuid(itemGUIDs[i]);
if (!item)
{
SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND);
return;
}
if (itemEntry == 0)
itemEntry = item->GetTemplate()->ItemId;
if (sAuctionMgr->GetAItem(item->GetGUID().GetCounter()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
item->GetCount() < count[i] || itemEntry != item->GetTemplate()->ItemId)
{
SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
items[i] = item;
finalCount += count[i];
}
if (!finalCount)
{
SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
// check if there are 2 identical guids, in this case user is most likely cheating
for (uint32 i = 0; i < itemsCount - 1; ++i)
{
for (uint32 j = i + 1; j < itemsCount; ++j)
{
if (itemGUIDs[i] == itemGUIDs[j])
{
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
}
}
for (uint32 i = 0; i < itemsCount; ++i)
{
Item* item = items[i];
if (item->GetMaxStackCount() < finalCount)
{
SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
return;
}
}
Item* item = items[0];
uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
if (!_player->HasEnoughMoney((uint64)deposit))
{
SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
return;
}
AuctionEntry* AH = new AuctionEntry();
if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
AH->auctioneer = UI64LIT(23442); ///@TODO - HARDCODED DB GUID, BAD BAD BAD
else
AH->auctioneer = auctioneer.GetCounter();
// Required stack size of auction matches to current item stack size, just move item to auctionhouse
if (itemsCount == 1 && item->GetCount() == count[0])
{
if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
{
sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
}
AH->Id = sObjectMgr->GenerateAuctionID();
AH->itemGUIDLow = item->GetGUID().GetCounter();
AH->itemEntry = item->GetEntry();
AH->itemCount = item->GetCount();
AH->owner = _player->GetGUID().GetCounter();
AH->startbid = bid;
AH->bidder = UI64LIT(0);
AH->bid = 0;
AH->buyout = buyout;
AH->expire_time = time(NULL) + auctionTime;
AH->deposit = deposit;
AH->auctionHouseEntry = auctionHouseEntry;
TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: %s %s is selling item %s %s to auctioneer " UI64FMTD " with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u",
_player->GetGUID().ToString().c_str(), _player->GetName().c_str(), item->GetGUID().ToString().c_str(), item->GetTemplate()->Name1.c_str(), AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
sAuctionMgr->AddAItem(item);
auctionHouse->AddAuction(AH);
_player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
item->DeleteFromInventoryDB(trans);
item->SaveToDB(trans);
AH->SaveToDB(trans);
_player->SaveInventoryAndGoldToDB(trans);
CharacterDatabase.CommitTransaction(trans);
SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
{
Item* newItem = item->CloneItem(finalCount, _player);
if (!newItem)
{
TC_LOG_ERROR("network", "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
delete AH;
return;
}
if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
{
sLog->outCommand(GetAccountId(), "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName().c_str(), GetAccountId(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetCount());
}
AH->Id = sObjectMgr->GenerateAuctionID();
AH->itemGUIDLow = newItem->GetGUID().GetCounter();
AH->itemEntry = newItem->GetEntry();
AH->itemCount = newItem->GetCount();
AH->owner = _player->GetGUID().GetCounter();
AH->startbid = bid;
AH->bidder = UI64LIT(0);
AH->bid = 0;
AH->buyout = buyout;
AH->expire_time = time(NULL) + auctionTime;
AH->deposit = deposit;
AH->auctionHouseEntry = auctionHouseEntry;
TC_LOG_INFO("network", "CMSG_AUCTION_SELL_ITEM: %s %s is selling %s %s to auctioneer " UI64FMTD " with count %u with initial bid " UI64FMTD " with buyout " UI64FMTD " and with time %u (in sec) in auctionhouse %u",
_player->GetGUID().ToString().c_str(), _player->GetName().c_str(), newItem->GetGUID().ToString().c_str(), newItem->GetTemplate()->Name1.c_str(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
sAuctionMgr->AddAItem(newItem);
auctionHouse->AddAuction(AH);
for (uint32 j = 0; j < itemsCount; ++j)
{
Item* item2 = items[j];
// Item stack count equals required count, ready to delete item - cloned item will be used for auction
if (item2->GetCount() == count[j])
{
_player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
item2->DeleteFromInventoryDB(trans);
item2->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans);
delete item2;
}
else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
{
item2->SetCount(item2->GetCount() - count[j]);
item2->SetState(ITEM_CHANGED, _player);
_player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
item2->SendUpdateToPlayer(_player);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
item2->SaveToDB(trans);
CharacterDatabase.CommitTransaction(trans);
}
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
newItem->SaveToDB(trans);
AH->SaveToDB(trans);
_player->SaveInventoryAndGoldToDB(trans);
CharacterDatabase.CommitTransaction(trans);
SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
}
_player->ModifyMoney(-int32(deposit));
}
// this function is called when client bids or buys out auction
void WorldSession::HandleAuctionPlaceBid(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_PLACE_BID");
ObjectGuid auctioneer;
uint32 auctionId;
uint64 price;
recvData >> auctioneer;
recvData >> auctionId;
recvData >> price;
if (!auctionId || !price)
return; // check for cheaters
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionPlaceBid - %s not found or you can't interact with him.", auctioneer.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
Player* player = GetPlayer();
if (!auction || auction->owner == player->GetGUID().GetCounter())
{
//you cannot bid your own auction:
SendAuctionCommandResult(NULL, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
return;
}
// impossible have online own another character (use this for speedup check in case online owner)
ObjectGuid ownerGuid = ObjectGuid::Create<HighGuid::Player>(auction->owner);
Player* auction_owner = ObjectAccessor::FindPlayer(ownerGuid);
if (!auction_owner && sObjectMgr->GetPlayerAccountIdByGUID(ownerGuid) == player->GetSession()->GetAccountId())
{
//you cannot bid your another character auction:
SendAuctionCommandResult(NULL, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
return;
}
// cheating
if (price <= auction->bid || price < auction->startbid)
return;
// price too low for next bid if not buyout
if ((price < auction->buyout || auction->buyout == 0) &&
price < auction->bid + auction->GetAuctionOutBid())
{
// client already test it but just in case ...
SendAuctionCommandResult(auction, AUCTION_PLACE_BID, ERR_AUCTION_HIGHER_BID);
return;
}
if (!player->HasEnoughMoney(price))
{
// client already test it but just in case ...
SendAuctionCommandResult(auction, AUCTION_PLACE_BID, ERR_AUCTION_NOT_ENOUGHT_MONEY);
return;
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
if (price < auction->buyout || auction->buyout == 0)
{
if (auction->bidder)
{
if (auction->bidder == player->GetGUID().GetCounter())
player->ModifyMoney(-int64(price - auction->bid));
else
{
// mail to last bidder and return money
sAuctionMgr->SendAuctionOutbiddedMail(auction, price, GetPlayer(), trans);
player->ModifyMoney(-int64(price));
}
}
else
player->ModifyMoney(-int64(price));
auction->bidder = player->GetGUID().GetCounter();
auction->bid = price;
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_AUCTION_BID);
stmt->setUInt64(0, auction->bidder);
stmt->setUInt32(1, auction->bid);
stmt->setUInt32(2, auction->Id);
trans->Append(stmt);
SendAuctionCommandResult(auction, AUCTION_PLACE_BID, ERR_AUCTION_OK);
}
else
{
//buyout:
if (player->GetGUID().GetCounter() == auction->bidder)
player->ModifyMoney(-int64(auction->buyout - auction->bid));
else
{
player->ModifyMoney(-int64(auction->buyout));
if (auction->bidder) //buyout for bidded auction ..
sAuctionMgr->SendAuctionOutbiddedMail(auction, auction->buyout, GetPlayer(), trans);
}
auction->bidder = player->GetGUID().GetCounter();
auction->bid = auction->buyout;
GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
//- Mails must be under transaction control too to prevent data loss
sAuctionMgr->SendAuctionSalePendingMail(auction, trans);
sAuctionMgr->SendAuctionSuccessfulMail(auction, trans);
sAuctionMgr->SendAuctionWonMail(auction, trans);
SendAuctionCommandResult(auction, AUCTION_PLACE_BID, ERR_AUCTION_OK);
auction->DeleteFromDB(trans);
sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
auctionHouse->RemoveAuction(auction);
}
player->SaveInventoryAndGoldToDB(trans);
CharacterDatabase.CommitTransaction(trans);
}
//this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_REMOVE_ITEM");
ObjectGuid auctioneer;
uint32 auctionId;
recvData >> auctioneer;
recvData >> auctionId;
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionRemoveItem - %s not found or you can't interact with him.", auctioneer.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
Player* player = GetPlayer();
SQLTransaction trans = CharacterDatabase.BeginTransaction();
if (auction && auction->owner == player->GetGUID().GetCounter())
{
Item* pItem = sAuctionMgr->GetAItem(auction->itemGUIDLow);
if (pItem)
{
if (auction->bidder) // If we have a bidder, we have to send him the money he paid
{
uint32 auctionCut = auction->GetAuctionCut();
if (!player->HasEnoughMoney((uint64)auctionCut)) //player doesn't have enough money, maybe message needed
return;
sAuctionMgr->SendAuctionCancelledToBidderMail(auction, trans, pItem);
player->ModifyMoney(-int64(auctionCut));
}
// item will deleted or added to received mail list
MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
.AddItem(pItem)
.SendMailTo(trans, player, auction, MAIL_CHECK_MASK_COPIED);
}
else
{
TC_LOG_ERROR("network", "Auction id: %u got non existing item (item guid : " UI64FMTD ")!", auction->Id, auction->itemGUIDLow);
SendAuctionCommandResult(NULL, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
return;
}
}
else
{
SendAuctionCommandResult(NULL, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
//this code isn't possible ... maybe there should be assert
TC_LOG_ERROR("network", "CHEATER: %s tried to cancel auction (id: %u) of another player or auction is NULL", player->GetGUID().ToString().c_str(), auctionId);
return;
}
//inform player, that auction is removed
SendAuctionCommandResult(auction, AUCTION_CANCEL, ERR_AUCTION_OK);
// Now remove the auction
player->SaveInventoryAndGoldToDB(trans);
auction->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans);
sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
auctionHouse->RemoveAuction(auction);
}
//called when player lists his bids
void WorldSession::HandleAuctionListBidderItems(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_BIDDER_ITEMS");
ObjectGuid guid; //NPC guid
uint32 listfrom; //page of auctions
uint32 outbiddedCount; //count of outbidded auctions
recvData >> guid;
recvData >> listfrom; // not used in fact (this list not have page control in client)
recvData >> outbiddedCount;
if (recvData.size() != (16 + outbiddedCount * 4))
{
TC_LOG_ERROR("network", "Client sent bad opcode!!! with count: %u and size : %lu (must be: %u)", outbiddedCount, (unsigned long)recvData.size(), (16 + outbiddedCount * 4));
outbiddedCount = 0;
}
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListBidderItems - %s not found or you can't interact with him.", guid.ToString().c_str());
recvData.rfinish();
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
WorldPacket data(SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4));
Player* player = GetPlayer();
data << uint32(0); //add 0 as count
uint32 count = 0;
uint32 totalcount = 0;
while (outbiddedCount > 0) //add all data, which client requires
{
--outbiddedCount;
uint32 outbiddedAuctionId;
recvData >> outbiddedAuctionId;
AuctionEntry* auction = auctionHouse->GetAuction(outbiddedAuctionId);
if (auction && auction->BuildAuctionInfo(data))
{
++totalcount;
++count;
}
}
auctionHouse->BuildListBidderItems(data, player, count, totalcount);
data.put<uint32>(0, count); // add count to placeholder
data << totalcount;
data << uint32(300); //unk 2.3.0
SendPacket(&data);
}
//this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");
uint32 listfrom;
ObjectGuid guid;
recvData >> guid;
recvData >> listfrom; // not used in fact (this list not have page control in client)
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListOwnerItems - %s not found or you can't interact with him.", guid.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4));
data << uint32(0); // amount place holder
uint32 count = 0;
uint32 totalcount = 0;
auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(0);
SendPacket(&data);
}
//this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_ITEMS");
std::string searchedname;
uint8 levelmin, levelmax, usable;
uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
ObjectGuid guid;
recvData >> guid;
recvData >> listfrom; // start, used for page control listing by 50 elements
recvData >> searchedname;
recvData >> levelmin >> levelmax;
recvData >> auctionSlotID >> auctionMainCategory >> auctionSubCategory;
recvData >> quality >> usable;
recvData.read_skip<uint8>(); // unk
recvData.read_skip<uint8>(); // unk
// this block looks like it uses some lame byte packing or similar...
for (uint8 i = 0; i < 15; i++)
recvData.read_skip<uint8>();
Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: HandleAuctionListItems - %s not found or you can't interact with him.", guid.ToString().c_str());
return;
}
// remove fake death
if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
TC_LOG_DEBUG("auctionHouse", "Auctionhouse search (%s) list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
guid.ToString().c_str(), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4+4+4));
uint32 count = 0;
uint32 totalcount = 0;
data << uint32(0);
// converting string that we try to find to lower case
std::wstring wsearchedname;
if (!Utf8toWStr(searchedname, wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(300); //unk 2.3.0
SendPacket(&data);
}
void WorldSession::HandleAuctionListPendingSales(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_PENDING_SALES");
recvData.read_skip<uint64>();
uint32 count = 0;
WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4);
data << uint32(count); // count
/*for (uint32 i = 0; i < count; ++i)
{
data << ""; // string
data << ""; // string
data << uint64(0);
data << uint32(0);
data << float(0);
}*/
SendPacket(&data);
}