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-rw-r--r--src/server/game/Handlers/CharacterHandler.cpp28
1 files changed, 28 insertions, 0 deletions
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp
index 8a33b26cf8b..355a3078b30 100644
--- a/src/server/game/Handlers/CharacterHandler.cpp
+++ b/src/server/game/Handlers/CharacterHandler.cpp
@@ -20,6 +20,7 @@
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "ArtifactPackets.h"
+#include "AuctionHousePackets.h"
#include "AuthenticationPackets.h"
#include "Battleground.h"
#include "BattlegroundPackets.h"
@@ -1085,6 +1086,33 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
// Place character in world (and load zone) before some object loading
pCurrChar->LoadCorpse(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION));
+ stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_FAVORITE_AUCTIONS);
+ stmt->setUInt64(0, pCurrChar->GetGUID().GetCounter());
+ GetQueryProcessor().AddCallback(CharacterDatabase.AsyncQuery(stmt)).WithPreparedCallback([this](PreparedQueryResult favoriteAuctionResult)
+ {
+ WorldPackets::AuctionHouse::AuctionFavoriteItems favoriteItems;
+ if (favoriteAuctionResult)
+ {
+ favoriteItems.Items.reserve(favoriteAuctionResult->GetRowCount());
+
+ do
+ {
+ Field* fields = favoriteAuctionResult->Fetch();
+
+ favoriteItems.Items.emplace_back();
+ WorldPackets::AuctionHouse::AuctionFavoriteInfo& item = favoriteItems.Items.back();
+ item.Order = fields[0].GetUInt32();
+ item.ItemID = fields[1].GetUInt32();
+ item.ItemLevel = fields[2].GetUInt32();
+ item.BattlePetSpeciesID = fields[3].GetUInt32();
+ item.SuffixItemNameDescriptionID = fields[4].GetUInt32();
+
+ } while (favoriteAuctionResult->NextRow());
+
+ }
+ SendPacket(favoriteItems.Write());
+ });
+
// setting Ghost+speed if dead
if (pCurrChar->m_deathState != ALIVE)
{