/*
 * Copyright (C) 2008-2015 TrinityCore 
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * 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 .
 */
#include "AccountMgr.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "Battleground.h"
#include "CalendarMgr.h"
#include "Chat.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "Group.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "Language.h"
#include "Log.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Pet.h"
#include "PlayerDump.h"
#include "Player.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "SharedDefines.h"
#include "SocialMgr.h"
#include "SystemConfig.h"
#include "UpdateMask.h"
#include "Util.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
class LoginQueryHolder : public SQLQueryHolder
{
    private:
        uint32 m_accountId;
        ObjectGuid m_guid;
    public:
        LoginQueryHolder(uint32 accountId, ObjectGuid guid)
            : m_accountId(accountId), m_guid(guid) { }
        ObjectGuid GetGuid() const { return m_guid; }
        uint32 GetAccountId() const { return m_accountId; }
        bool Initialize();
};
bool LoginQueryHolder::Initialize()
{
    SetSize(MAX_PLAYER_LOGIN_QUERY);
    bool res = true;
    uint32 lowGuid = m_guid.GetCounter();
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_FROM, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GROUP, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_INSTANCE);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BOUND_INSTANCES, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_AURAS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_AURAS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SPELL);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SPELLS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_DAILY);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_WEEKLY);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_MONTHLY);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUS_SEASONAL);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_REPUTATION);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_REPUTATION, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_INVENTORY);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INVENTORY, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACTIONS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACTIONS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MAILCOUNT);
    stmt->setUInt32(0, lowGuid);
    stmt->setUInt64(1, uint64(time(NULL)));
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_MAILDATE);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SOCIALLIST);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_HOMEBIND);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_HOME_BIND, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SPELLCOOLDOWNS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS, stmt);
    if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
    {
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_DECLINEDNAMES);
        stmt->setUInt32(0, lowGuid);
        res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES, stmt);
    }
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GUILD, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ARENAINFO);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACHIEVEMENTS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_CRITERIAPROGRESS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_EQUIPMENTSETS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_BGDATA);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BG_DATA, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GLYPHS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_GLYPHS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_TALENTS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_TALENTS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_ACCOUNT_DATA);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_SKILLS);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_SKILLS, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_RANDOMBG);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_BANNED);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_BANNED, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_QUESTSTATUSREW);
    stmt->setUInt32(0, lowGuid);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW, stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ACCOUNT_INSTANCELOCKTIMES);
    stmt->setUInt32(0, m_accountId);
    res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES, stmt);
    return res;
}
void WorldSession::HandleCharEnum(PreparedQueryResult result)
{
    WorldPacket data(SMSG_CHAR_ENUM, 100);                  // we guess size
    uint8 num = 0;
    data << num;
    _legitCharacters.clear();
    if (result)
    {
        do
        {
            ObjectGuid guid(HIGHGUID_PLAYER, (*result)[0].GetUInt32());
            TC_LOG_INFO("network", "Loading %s from account %u.", guid.ToString().c_str(), GetAccountId());
            if (Player::BuildEnumData(result, &data))
            {
                // Do not allow banned characters to log in
                if (!(*result)[20].GetUInt32())
                    _legitCharacters.insert(guid);
                if (!sWorld->HasCharacterNameData(guid)) // This can happen if characters are inserted into the database manually. Core hasn't loaded name data yet.
                    sWorld->AddCharacterNameData(guid, (*result)[1].GetString(), (*result)[4].GetUInt8(), (*result)[2].GetUInt8(), (*result)[3].GetUInt8(), (*result)[7].GetUInt8());
                ++num;
            }
        }
        while (result->NextRow());
    }
    data.put(0, num);
    SendPacket(&data);
}
void WorldSession::HandleCharEnumOpcode(WorldPacket& /*recvData*/)
{
    // remove expired bans
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_BANS);
    CharacterDatabase.Execute(stmt);
    /// get all the data necessary for loading all characters (along with their pets) on the account
    if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ENUM_DECLINED_NAME);
    else
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ENUM);
    stmt->setUInt8(0, PET_SAVE_AS_CURRENT);
    stmt->setUInt32(1, GetAccountId());
    _charEnumCallback = CharacterDatabase.AsyncQuery(stmt);
}
void WorldSession::HandleCharCreateOpcode(WorldPacket& recvData)
{
    CharacterCreateInfo createInfo;
    recvData >> createInfo.Name
             >> createInfo.Race
             >> createInfo.Class
             >> createInfo.Gender
             >> createInfo.Skin
             >> createInfo.Face
             >> createInfo.HairStyle
             >> createInfo.HairColor
             >> createInfo.FacialHair
             >> createInfo.OutfitId;
    if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_TEAMMASK))
    {
        if (uint32 mask = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED))
        {
            bool disabled = false;
            switch (Player::TeamForRace(createInfo.Race))
            {
                case ALLIANCE:
                    disabled = (mask & (1 << 0)) != 0;
                    break;
                case HORDE:
                    disabled = (mask & (1 << 1)) != 0;
                    break;
            }
            if (disabled)
            {
                SendCharCreate(CHAR_CREATE_DISABLED);
                return;
            }
        }
    }
    ChrClassesEntry const* classEntry = sChrClassesStore.LookupEntry(createInfo.Class);
    if (!classEntry)
    {
        TC_LOG_ERROR("network", "Class (%u) not found in DBC while creating new char for account (ID: %u): wrong DBC files or cheater?", createInfo.Class, GetAccountId());
        SendCharCreate(CHAR_CREATE_FAILED);
        return;
    }
    ChrRacesEntry const* raceEntry = sChrRacesStore.LookupEntry(createInfo.Race);
    if (!raceEntry)
    {
        TC_LOG_ERROR("network", "Race (%u) not found in DBC while creating new char for account (ID: %u): wrong DBC files or cheater?", createInfo.Race, GetAccountId());
        SendCharCreate(CHAR_CREATE_FAILED);
        return;
    }
    // prevent character creating Expansion race without Expansion account
    if (raceEntry->expansion > Expansion())
    {
        TC_LOG_ERROR("network", "Expansion %u account:[%d] tried to Create character with expansion %u race (%u)", Expansion(), GetAccountId(), raceEntry->expansion, createInfo.Race);
        SendCharCreate(CHAR_CREATE_EXPANSION);
        return;
    }
    // prevent character creating Expansion class without Expansion account
    if (classEntry->expansion > Expansion())
    {
        TC_LOG_ERROR("network", "Expansion %u account:[%d] tried to Create character with expansion %u class (%u)", Expansion(), GetAccountId(), classEntry->expansion, createInfo.Class);
        SendCharCreate(CHAR_CREATE_EXPANSION_CLASS);
        return;
    }
    if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RACEMASK))
    {
        uint32 raceMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK);
        if ((1 << (createInfo.Race - 1)) & raceMaskDisabled)
        {
            SendCharCreate(CHAR_CREATE_DISABLED);
            return;
        }
    }
    if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_CLASSMASK))
    {
        uint32 classMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_CLASSMASK);
        if ((1 << (createInfo.Class - 1)) & classMaskDisabled)
        {
            SendCharCreate(CHAR_CREATE_DISABLED);
            return;
        }
    }
    // prevent character creating with invalid name
    if (!normalizePlayerName(createInfo.Name))
    {
        TC_LOG_ERROR("network", "Account:[%d] but tried to Create character with empty [name] ", GetAccountId());
        SendCharCreate(CHAR_NAME_NO_NAME);
        return;
    }
    // check name limitations
    ResponseCodes res = ObjectMgr::CheckPlayerName(createInfo.Name, true);
    if (res != CHAR_NAME_SUCCESS)
    {
        SendCharCreate(res);
        return;
    }
    if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(createInfo.Name))
    {
        SendCharCreate(CHAR_NAME_RESERVED);
        return;
    }
    if (createInfo.Class == CLASS_DEATH_KNIGHT && !HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_HEROIC_CHARACTER))
    {
        // speedup check for heroic class disabled case
        uint32 heroic_free_slots = sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM);
        if (heroic_free_slots == 0)
        {
            SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
            return;
        }
        // speedup check for heroic class disabled case
        uint32 req_level_for_heroic = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER);
        if (req_level_for_heroic > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
        {
            SendCharCreate(CHAR_CREATE_LEVEL_REQUIREMENT);
            return;
        }
    }
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
    stmt->setString(0, createInfo.Name);
    delete _charCreateCallback.GetParam(); // Delete existing if any, to make the callback chain reset to stage 0
    _charCreateCallback.SetParam(new CharacterCreateInfo(std::move(createInfo)));
    _charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}
void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, CharacterCreateInfo* createInfo)
{
    /** This is a series of callbacks executed consecutively as a result from the database becomes available.
        This is much more efficient than synchronous requests on packet handler, and much less DoS prone.
        It also prevents data syncrhonisation errors.
    */
    switch (_charCreateCallback.GetStage())
    {
        case 0:
        {
            if (result)
            {
                SendCharCreate(CHAR_CREATE_NAME_IN_USE);
                delete createInfo;
                _charCreateCallback.Reset();
                return;
            }
            ASSERT(_charCreateCallback.GetParam() == createInfo);
            PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_SUM_REALM_CHARACTERS);
            stmt->setUInt32(0, GetAccountId());
            _charCreateCallback.FreeResult();
            _charCreateCallback.SetFutureResult(LoginDatabase.AsyncQuery(stmt));
            _charCreateCallback.NextStage();
            break;
        }
        case 1:
        {
            uint16 acctCharCount = 0;
            if (result)
            {
                Field* fields = result->Fetch();
                // SELECT SUM(x) is MYSQL_TYPE_NEWDECIMAL - needs to be read as string
                const char* ch = fields[0].GetCString();
                if (ch)
                    acctCharCount = atoi(ch);
            }
            if (acctCharCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_ACCOUNT))
            {
                SendCharCreate(CHAR_CREATE_ACCOUNT_LIMIT);
                delete createInfo;
                _charCreateCallback.Reset();
                return;
            }
            ASSERT(_charCreateCallback.GetParam() == createInfo);
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_SUM_CHARS);
            stmt->setUInt32(0, GetAccountId());
            _charCreateCallback.FreeResult();
            _charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
            _charCreateCallback.NextStage();
            break;
        }
        case 2:
        {
            if (result)
            {
                Field* fields = result->Fetch();
                createInfo->CharCount = uint8(fields[0].GetUInt64()); // SQL's COUNT() returns uint64 but it will always be less than uint8.Max
                if (createInfo->CharCount >= sWorld->getIntConfig(CONFIG_CHARACTERS_PER_REALM))
                {
                    SendCharCreate(CHAR_CREATE_SERVER_LIMIT);
                    delete createInfo;
                    _charCreateCallback.Reset();
                    return;
                }
            }
            bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || HasPermission(rbac::RBAC_PERM_TWO_SIDE_CHARACTER_CREATION);
            uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);
            _charCreateCallback.FreeResult();
            if (!allowTwoSideAccounts || skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT)
            {
                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_CREATE_INFO);
                stmt->setUInt32(0, GetAccountId());
                stmt->setUInt32(1, (skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT) ? 10 : 1);
                _charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
                _charCreateCallback.NextStage();
                return;
            }
            _charCreateCallback.NextStage();
            HandleCharCreateCallback(PreparedQueryResult(NULL), createInfo);   // Will jump to case 3
            break;
        }
        case 3:
        {
            bool haveSameRace = false;
            uint32 heroicReqLevel = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER);
            bool hasHeroicReqLevel = (heroicReqLevel == 0);
            bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || HasPermission(rbac::RBAC_PERM_TWO_SIDE_CHARACTER_CREATION);
            uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);
            bool checkHeroicReqs = createInfo->Class == CLASS_DEATH_KNIGHT && !HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_HEROIC_CHARACTER);
            if (result)
            {
                uint32 team = Player::TeamForRace(createInfo->Race);
                uint32 freeHeroicSlots = sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM);
                Field* field = result->Fetch();
                uint8 accRace  = field[1].GetUInt8();
                if (checkHeroicReqs)
                {
                    uint8 accClass = field[2].GetUInt8();
                    if (accClass == CLASS_DEATH_KNIGHT)
                    {
                        if (freeHeroicSlots > 0)
                            --freeHeroicSlots;
                        if (freeHeroicSlots == 0)
                        {
                            SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
                            delete createInfo;
                            _charCreateCallback.Reset();
                            return;
                        }
                    }
                    if (!hasHeroicReqLevel)
                    {
                        uint8 accLevel = field[0].GetUInt8();
                        if (accLevel >= heroicReqLevel)
                            hasHeroicReqLevel = true;
                    }
                }
                // need to check team only for first character
                /// @todo what to if account already has characters of both races?
                if (!allowTwoSideAccounts)
                {
                    uint32 accTeam = 0;
                    if (accRace > 0)
                        accTeam = Player::TeamForRace(accRace);
                    if (accTeam != team)
                    {
                        SendCharCreate(CHAR_CREATE_PVP_TEAMS_VIOLATION);
                        delete createInfo;
                        _charCreateCallback.Reset();
                        return;
                    }
                }
                // search same race for cinematic or same class if need
                /// @todo check if cinematic already shown? (already logged in?; cinematic field)
                while ((skipCinematics == 1 && !haveSameRace) || createInfo->Class == CLASS_DEATH_KNIGHT)
                {
                    if (!result->NextRow())
                        break;
                    field = result->Fetch();
                    accRace = field[1].GetUInt8();
                    if (!haveSameRace)
                        haveSameRace = createInfo->Race == accRace;
                    if (checkHeroicReqs)
                    {
                        uint8 acc_class = field[2].GetUInt8();
                        if (acc_class == CLASS_DEATH_KNIGHT)
                        {
                            if (freeHeroicSlots > 0)
                                --freeHeroicSlots;
                            if (freeHeroicSlots == 0)
                            {
                                SendCharCreate(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
                                delete createInfo;
                                _charCreateCallback.Reset();
                                return;
                            }
                        }
                        if (!hasHeroicReqLevel)
                        {
                            uint8 acc_level = field[0].GetUInt8();
                            if (acc_level >= heroicReqLevel)
                                hasHeroicReqLevel = true;
                        }
                    }
                }
            }
            if (checkHeroicReqs && !hasHeroicReqLevel)
            {
                SendCharCreate(CHAR_CREATE_LEVEL_REQUIREMENT);
                delete createInfo;
                _charCreateCallback.Reset();
                return;
            }
            Player newChar(this);
            newChar.GetMotionMaster()->Initialize();
            if (!newChar.Create(sObjectMgr->GenerateLowGuid(HIGHGUID_PLAYER), createInfo))
            {
                // Player not create (race/class/etc problem?)
                newChar.CleanupsBeforeDelete();
                SendCharCreate(CHAR_CREATE_ERROR);
                delete createInfo;
                _charCreateCallback.Reset();
                return;
            }
            if ((haveSameRace && skipCinematics == 1) || skipCinematics == 2)
                newChar.setCinematic(1);                          // not show intro
            newChar.SetAtLoginFlag(AT_LOGIN_FIRST);               // First login
            // Player created, save it now
            newChar.SaveToDB(true);
            createInfo->CharCount += 1;
            SQLTransaction trans = LoginDatabase.BeginTransaction();
            PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_DEL_REALM_CHARACTERS_BY_REALM);
            stmt->setUInt32(0, GetAccountId());
            stmt->setUInt32(1, realmID);
            trans->Append(stmt);
            stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_REALM_CHARACTERS);
            stmt->setUInt32(0, createInfo->CharCount);
            stmt->setUInt32(1, GetAccountId());
            stmt->setUInt32(2, realmID);
            trans->Append(stmt);
            LoginDatabase.CommitTransaction(trans);
            SendCharCreate(CHAR_CREATE_SUCCESS);
            TC_LOG_INFO("entities.player.character", "Account: %d (IP: %s) Create Character:[%s] (GUID: %u)", GetAccountId(), GetRemoteAddress().c_str(), createInfo->Name.c_str(), newChar.GetGUIDLow());
            sScriptMgr->OnPlayerCreate(&newChar);
            sWorld->AddCharacterNameData(newChar.GetGUID(), newChar.GetName(), newChar.getGender(), newChar.getRace(), newChar.getClass(), newChar.getLevel());
            newChar.CleanupsBeforeDelete();
            delete createInfo;
            _charCreateCallback.Reset();
            break;
        }
    }
}
void WorldSession::HandleCharDeleteOpcode(WorldPacket& recvData)
{
    ObjectGuid guid;
    recvData >> guid;
    // Initiating
    uint32 initAccountId = GetAccountId();
    // can't delete loaded character
    if (ObjectAccessor::FindPlayer(guid))
    {
        sScriptMgr->OnPlayerFailedDelete(guid, initAccountId);
        return;
    }
    uint32 accountId = 0;
    uint8 level = 0;
    std::string name;
    // is guild leader
    if (sGuildMgr->GetGuildByLeader(guid))
    {
        sScriptMgr->OnPlayerFailedDelete(guid, initAccountId);
        SendCharDelete(CHAR_DELETE_FAILED_GUILD_LEADER);
        return;
    }
    // is arena team captain
    if (sArenaTeamMgr->GetArenaTeamByCaptain(guid))
    {
        sScriptMgr->OnPlayerFailedDelete(guid, initAccountId);
        SendCharDelete(CHAR_DELETE_FAILED_ARENA_CAPTAIN);
        return;
    }
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_DATA_BY_GUID);
    stmt->setUInt32(0, guid.GetCounter());
    if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
    {
        Field* fields = result->Fetch();
        accountId = fields[0].GetUInt32();
        name = fields[1].GetString();
        level = fields[2].GetUInt8();
    }
    // prevent deleting other players' characters using cheating tools
    if (accountId != initAccountId)
    {
        sScriptMgr->OnPlayerFailedDelete(guid, initAccountId);
        return;
    }
    TC_LOG_INFO("entities.player.character", "Account: %d, IP: %s deleted character: %s, %s, Level: %u", accountId, GetRemoteAddress().c_str(), name.c_str(), guid.ToString().c_str(), level);
    // To prevent hook failure, place hook before removing reference from DB
    sScriptMgr->OnPlayerDelete(guid, initAccountId); // To prevent race conditioning, but as it also makes sense, we hand the accountId over for successful delete.
    // Shouldn't interfere with character deletion though
    if (sLog->ShouldLog("entities.player.dump", LOG_LEVEL_INFO)) // optimize GetPlayerDump call
    {
        std::string dump;
        if (PlayerDumpWriter().GetDump(guid.GetCounter(), dump))
            sLog->outCharDump(dump.c_str(), accountId, guid.GetRawValue(), name.c_str());
    }
    sCalendarMgr->RemoveAllPlayerEventsAndInvites(guid);
    Player::DeleteFromDB(guid, accountId);
    SendCharDelete(CHAR_DELETE_SUCCESS);
}
void WorldSession::HandlePlayerLoginOpcode(WorldPacket& recvData)
{
    if (PlayerLoading() || GetPlayer() != NULL)
    {
        TC_LOG_ERROR("network", "Player tries to login again, AccountId = %d", GetAccountId());
        KickPlayer();
        return;
    }
    m_playerLoading = true;
    ObjectGuid playerGuid;
    TC_LOG_DEBUG("network", "WORLD: Recvd Player Logon Message");
    recvData >> playerGuid;
    if (!IsLegitCharacterForAccount(playerGuid))
    {
        TC_LOG_ERROR("network", "Account (%u) can't login with that character (%s).", GetAccountId(), playerGuid.ToString().c_str());
        KickPlayer();
        return;
    }
    LoginQueryHolder *holder = new LoginQueryHolder(GetAccountId(), playerGuid);
    if (!holder->Initialize())
    {
        delete holder;                                      // delete all unprocessed queries
        m_playerLoading = false;
        return;
    }
    _charLoginCallback = CharacterDatabase.DelayQueryHolder(holder);
}
void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
{
    ObjectGuid playerGuid = holder->GetGuid();
    Player* pCurrChar = new Player(this);
     // for send server info and strings (config)
    ChatHandler chH = ChatHandler(pCurrChar->GetSession());
    // "GetAccountId() == db stored account id" checked in LoadFromDB (prevent login not own character using cheating tools)
    if (!pCurrChar->LoadFromDB(playerGuid, holder))
    {
        SetPlayer(NULL);
        KickPlayer();                                       // disconnect client, player no set to session and it will not deleted or saved at kick
        delete pCurrChar;                                   // delete it manually
        delete holder;                                      // delete all unprocessed queries
        m_playerLoading = false;
        return;
    }
    pCurrChar->GetMotionMaster()->Initialize();
    pCurrChar->SendDungeonDifficulty(false);
    WorldPacket data(SMSG_LOGIN_VERIFY_WORLD, 20);
    data << pCurrChar->GetMapId();
    data << pCurrChar->GetPositionX();
    data << pCurrChar->GetPositionY();
    data << pCurrChar->GetPositionZ();
    data << pCurrChar->GetOrientation();
    SendPacket(&data);
    // load player specific part before send times
    LoadAccountData(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA), PER_CHARACTER_CACHE_MASK);
    SendAccountDataTimes(PER_CHARACTER_CACHE_MASK);
    data.Initialize(SMSG_FEATURE_SYSTEM_STATUS, 2);         // added in 2.2.0
    data << uint8(2);                                       // unknown value
    data << uint8(0);                                       // enable(1)/disable(0) voice chat interface in client
    SendPacket(&data);
    // Send MOTD
    {
        data.Initialize(SMSG_MOTD, 50);                     // new in 2.0.1
        data << (uint32)0;
        uint32 linecount=0;
        std::string str_motd = sWorld->GetMotd();
        std::string::size_type pos, nextpos;
        pos = 0;
        while ((nextpos= str_motd.find('@', pos)) != std::string::npos)
        {
            if (nextpos != pos)
            {
                data << str_motd.substr(pos, nextpos-pos);
                ++linecount;
            }
            pos = nextpos+1;
        }
        if (posgetIntConfig(CONFIG_ENABLE_SINFO_LOGIN) == 1)
            chH.PSendSysMessage(_FULLVERSION);
        TC_LOG_DEBUG("network", "WORLD: Sent server info");
    }
    //QueryResult* result = CharacterDatabase.PQuery("SELECT guildid, rank FROM guild_member WHERE guid = '%u'", pCurrChar->GetGUIDLow());
    if (PreparedQueryResult resultGuild = holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GUILD))
    {
        Field* fields = resultGuild->Fetch();
        pCurrChar->SetInGuild(fields[0].GetUInt32());
        pCurrChar->SetRank(fields[1].GetUInt8());
    }
    else if (pCurrChar->GetGuildId())                        // clear guild related fields in case wrong data about non existed membership
    {
        pCurrChar->SetInGuild(0);
        pCurrChar->SetRank(0);
    }
    if (pCurrChar->GetGuildId() != 0)
    {
        if (Guild* guild = sGuildMgr->GetGuildById(pCurrChar->GetGuildId()))
            guild->SendLoginInfo(this);
        else
        {
            // remove wrong guild data
            TC_LOG_ERROR("network", "Player %s (GUID: %u) marked as member of not existing guild (id: %u), removing guild membership for player.", pCurrChar->GetName().c_str(), pCurrChar->GetGUIDLow(), pCurrChar->GetGuildId());
            pCurrChar->SetInGuild(0);
        }
    }
    data.Initialize(SMSG_LEARNED_DANCE_MOVES, 4+4);
    data << uint32(0);
    data << uint32(0);
    SendPacket(&data);
    pCurrChar->SendInitialPacketsBeforeAddToMap();
    //Show cinematic at the first time that player login
    if (!pCurrChar->getCinematic())
    {
        pCurrChar->setCinematic(1);
        if (ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass()))
        {
            if (cEntry->CinematicSequence)
                pCurrChar->SendCinematicStart(cEntry->CinematicSequence);
            else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
                pCurrChar->SendCinematicStart(rEntry->CinematicSequence);
            // send new char string if not empty
            if (!sWorld->GetNewCharString().empty())
                chH.PSendSysMessage("%s", sWorld->GetNewCharString().c_str());
        }
    }
    if (!pCurrChar->GetMap()->AddPlayerToMap(pCurrChar) || !pCurrChar->CheckInstanceLoginValid())
    {
        AreaTrigger const* at = sObjectMgr->GetGoBackTrigger(pCurrChar->GetMapId());
        if (at)
            pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation());
        else
            pCurrChar->TeleportTo(pCurrChar->m_homebindMapId, pCurrChar->m_homebindX, pCurrChar->m_homebindY, pCurrChar->m_homebindZ, pCurrChar->GetOrientation());
    }
    sObjectAccessor->AddObject(pCurrChar);
    //TC_LOG_DEBUG("Player %s added to Map.", pCurrChar->GetName().c_str());
    pCurrChar->SendInitialPacketsAfterAddToMap();
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ONLINE);
    stmt->setUInt32(0, pCurrChar->GetGUIDLow());
    CharacterDatabase.Execute(stmt);
    stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_ACCOUNT_ONLINE);
    stmt->setUInt32(0, GetAccountId());
    LoginDatabase.Execute(stmt);
    pCurrChar->SetInGameTime(getMSTime());
    // announce group about member online (must be after add to player list to receive announce to self)
    if (Group* group = pCurrChar->GetGroup())
    {
        //pCurrChar->groupInfo.group->SendInit(this); // useless
        group->SendUpdate();
        group->ResetMaxEnchantingLevel();
    }
    // friend status
    sSocialMgr->SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetGUIDLow(), true);
    // Place character in world (and load zone) before some object loading
    pCurrChar->LoadCorpse();
    // setting Ghost+speed if dead
    if (pCurrChar->m_deathState != ALIVE)
    {
        // not blizz like, we must correctly save and load player instead...
        if (pCurrChar->getRace() == RACE_NIGHTELF)
            pCurrChar->CastSpell(pCurrChar, 20584, true, nullptr);// auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
        pCurrChar->CastSpell(pCurrChar, 8326, true, nullptr);     // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
        pCurrChar->SetMovement(MOVE_WATER_WALK);
    }
    pCurrChar->ContinueTaxiFlight();
    // reset for all pets before pet loading
    if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_PET_TALENTS))
        Pet::resetTalentsForAllPetsOf(pCurrChar);
    // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned)
    pCurrChar->LoadPet();
    // Set FFA PvP for non GM in non-rest mode
    if (sWorld->IsFFAPvPRealm() && !pCurrChar->IsGameMaster() && !pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
        pCurrChar->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
    if (pCurrChar->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
        pCurrChar->SetContestedPvP();
    // Apply at_login requests
    if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
    {
        pCurrChar->ResetSpells();
        SendNotification(LANG_RESET_SPELLS);
    }
    if (pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
    {
        pCurrChar->ResetTalents(true);
        pCurrChar->SendTalentsInfoData(false);              // original talents send already in to SendInitialPacketsBeforeAddToMap, resend reset state
        SendNotification(LANG_RESET_TALENTS);
    }
    bool firstLogin = pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST);
    if (firstLogin)
        pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);
    // show time before shutdown if shutdown planned.
    if (sWorld->IsShuttingDown())
        sWorld->ShutdownMsg(true, pCurrChar);
    if (sWorld->getBoolConfig(CONFIG_ALL_TAXI_PATHS))
        pCurrChar->SetTaxiCheater(true);
    if (pCurrChar->IsGameMaster())
        SendNotification(LANG_GM_ON);
    std::string IP_str = GetRemoteAddress();
    TC_LOG_INFO("entities.player.character", "Account: %d (IP: %s) Login Character:[%s] (GUID: %u) Level: %d",
        GetAccountId(), IP_str.c_str(), pCurrChar->GetName().c_str(), pCurrChar->GetGUIDLow(), pCurrChar->getLevel());
    if (!pCurrChar->IsStandState() && !pCurrChar->HasUnitState(UNIT_STATE_STUNNED))
        pCurrChar->SetStandState(UNIT_STAND_STATE_STAND);
    m_playerLoading = false;
    // Handle Login-Achievements (should be handled after loading)
    _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN, 1);
    sScriptMgr->OnPlayerLogin(pCurrChar, firstLogin);
    delete holder;
}
void WorldSession::HandleSetFactionAtWar(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_FACTION_ATWAR");
    uint32 repListID;
    uint8  flag;
    recvData >> repListID;
    recvData >> flag;
    GetPlayer()->GetReputationMgr().SetAtWar(repListID, flag != 0);
}
//I think this function is never used :/ I dunno, but i guess this opcode not exists
void WorldSession::HandleSetFactionCheat(WorldPacket& /*recvData*/)
{
    TC_LOG_ERROR("network", "WORLD SESSION: HandleSetFactionCheat, not expected call, please report.");
    GetPlayer()->GetReputationMgr().SendStates();
}
void WorldSession::HandleTutorialFlag(WorldPacket& recvData)
{
    uint32 data;
    recvData >> data;
    uint8 index = uint8(data / 32);
    if (index >= MAX_ACCOUNT_TUTORIAL_VALUES)
        return;
    uint32 value = (data % 32);
    uint32 flag = GetTutorialInt(index);
    flag |= (1 << value);
    SetTutorialInt(index, flag);
}
void WorldSession::HandleTutorialClear(WorldPacket& /*recvData*/)
{
    for (uint8 i = 0; i < MAX_ACCOUNT_TUTORIAL_VALUES; ++i)
        SetTutorialInt(i, 0xFFFFFFFF);
}
void WorldSession::HandleTutorialReset(WorldPacket& /*recvData*/)
{
    for (uint8 i = 0; i < MAX_ACCOUNT_TUTORIAL_VALUES; ++i)
        SetTutorialInt(i, 0x00000000);
}
void WorldSession::HandleSetWatchedFactionOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_WATCHED_FACTION");
    uint32 fact;
    recvData >> fact;
    GetPlayer()->SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fact);
}
void WorldSession::HandleSetFactionInactiveOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_SET_FACTION_INACTIVE");
    uint32 replistid;
    uint8 inactive;
    recvData >> replistid >> inactive;
    _player->GetReputationMgr().SetInactive(replistid, inactive != 0);
}
void WorldSession::HandleShowingHelmOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "CMSG_SHOWING_HELM for %s", _player->GetName().c_str());
    recvData.read_skip(); // unknown, bool?
    _player->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM);
}
void WorldSession::HandleShowingCloakOpcode(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "CMSG_SHOWING_CLOAK for %s", _player->GetName().c_str());
    recvData.read_skip(); // unknown, bool?
    _player->ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK);
}
void WorldSession::HandleCharRenameOpcode(WorldPacket& recvData)
{
    CharacterRenameInfo renameInfo;
    recvData >> renameInfo.Guid
             >> renameInfo.Name;
    // prevent character rename to invalid name
    if (!normalizePlayerName(renameInfo.Name))
    {
        SendCharRename(CHAR_NAME_NO_NAME, renameInfo);
        return;
    }
    ResponseCodes res = ObjectMgr::CheckPlayerName(renameInfo.Name, true);
    if (res != CHAR_NAME_SUCCESS)
    {
        SendCharRename(res, renameInfo);
        return;
    }
    // check name limitations
    if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(renameInfo.Name))
    {
        SendCharRename(CHAR_NAME_RESERVED, renameInfo);
        return;
    }
    // Ensure that the character belongs to the current account, that rename at login is enabled
    // and that there is no character with the desired new name
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_FREE_NAME);
    stmt->setUInt32(0, renameInfo.Guid.GetCounter());
    stmt->setUInt32(1, GetAccountId());
    stmt->setUInt16(2, AT_LOGIN_RENAME);
    stmt->setUInt16(3, AT_LOGIN_RENAME);
    stmt->setString(4, renameInfo.Name);
    delete _charRenameCallback.GetParam();
    _charRenameCallback.SetParam(new CharacterRenameInfo(std::move(renameInfo)));
    _charRenameCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
}
void WorldSession::HandleChangePlayerNameOpcodeCallBack(PreparedQueryResult result, CharacterRenameInfo const* renameInfo)
{
    if (!result)
    {
        SendCharRename(CHAR_CREATE_ERROR, *renameInfo);
        return;
    }
    Field* fields = result->Fetch();
    uint32 guidLow      = fields[0].GetUInt32();
    std::string oldName = fields[1].GetString();
    // Update name and at_login flag in the db
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_NAME);
    stmt->setString(0, renameInfo->Name);
    stmt->setUInt16(1, AT_LOGIN_RENAME);
    stmt->setUInt32(2, guidLow);
    CharacterDatabase.Execute(stmt);
    // Removed declined name from db
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_DECLINED_NAME);
    stmt->setUInt32(0, guidLow);
    CharacterDatabase.Execute(stmt);
    TC_LOG_INFO("entities.player.character", "Account: %d (IP: %s) Character:[%s] (%s) Changed name to: %s", GetAccountId(), GetRemoteAddress().c_str(), oldName.c_str(), renameInfo->Guid.ToString().c_str(), renameInfo->Name.c_str());
    SendCharRename(RESPONSE_SUCCESS, *renameInfo);
    sWorld->UpdateCharacterNameData(renameInfo->Guid, renameInfo->Name);
}
void WorldSession::HandleSetPlayerDeclinedNames(WorldPacket& recvData)
{
    ObjectGuid guid;
    recvData >> guid;
    // not accept declined names for unsupported languages
    std::string name;
    if (!sObjectMgr->GetPlayerNameByGUID(guid, name))
    {
        SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
        return;
    }
    std::wstring wname;
    if (!Utf8toWStr(name, wname))
    {
        SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
        return;
    }
    if (!isCyrillicCharacter(wname[0]))                      // name already stored as only single alphabet using
    {
        SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
        return;
    }
    std::string name2;
    DeclinedName declinedname;
    recvData >> name2;
    if (name2 != name)                                       // character have different name
    {
        SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
        return;
    }
    for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
    {
        recvData >> declinedname.name[i];
        if (!normalizePlayerName(declinedname.name[i]))
        {
            SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
            return;
        }
    }
    if (!ObjectMgr::CheckDeclinedNames(wname, declinedname))
    {
        SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_ERROR, guid);
        return;
    }
    for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
        CharacterDatabase.EscapeString(declinedname.name[i]);
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
    stmt->setUInt32(0, guid.GetCounter());
    trans->Append(stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_DECLINED_NAME);
    stmt->setUInt32(0, guid.GetCounter());
    for (uint8 i = 0; i < 5; i++)
        stmt->setString(i+1, declinedname.name[i]);
    trans->Append(stmt);
    CharacterDatabase.CommitTransaction(trans);
    SendSetPlayerDeclinedNamesResult(DECLINED_NAMES_RESULT_SUCCESS, guid);
}
void WorldSession::HandleAlterAppearance(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "CMSG_ALTER_APPEARANCE");
    uint32 Hair, Color, FacialHair, SkinColor;
    recvData >> Hair >> Color >> FacialHair >> SkinColor;
    BarberShopStyleEntry const* bs_hair = sBarberShopStyleStore.LookupEntry(Hair);
    if (!bs_hair || bs_hair->type != 0 || bs_hair->race != _player->getRace() || bs_hair->gender != _player->getGender())
        return;
    BarberShopStyleEntry const* bs_facialHair = sBarberShopStyleStore.LookupEntry(FacialHair);
    if (!bs_facialHair || bs_facialHair->type != 2 || bs_facialHair->race != _player->getRace() || bs_facialHair->gender != _player->getGender())
        return;
    BarberShopStyleEntry const* bs_skinColor = sBarberShopStyleStore.LookupEntry(SkinColor);
    if (bs_skinColor && (bs_skinColor->type != 3 || bs_skinColor->race != _player->getRace() || bs_skinColor->gender != _player->getGender()))
        return;
    if (!Player::ValidateAppearance(_player->getRace(), _player->getClass(), _player->getGender(), bs_hair->hair_id, Color, _player->GetByteValue(PLAYER_BYTES, 1), bs_facialHair->hair_id, bs_skinColor ? bs_skinColor->hair_id : _player->GetByteValue(PLAYER_BYTES, 0)))
        return;
    GameObject* go = _player->FindNearestGameObjectOfType(GAMEOBJECT_TYPE_BARBER_CHAIR, 5.0f);
    if (!go)
    {
        SendBarberShopResult(BARBER_SHOP_RESULT_NOT_ON_CHAIR);
        return;
    }
    if (_player->getStandState() != UNIT_STAND_STATE_SIT_LOW_CHAIR + go->GetGOInfo()->barberChair.chairheight)
    {
        SendBarberShopResult(BARBER_SHOP_RESULT_NOT_ON_CHAIR);
        return;
    }
    uint32 cost = _player->GetBarberShopCost(bs_hair->hair_id, Color, bs_facialHair->hair_id, bs_skinColor);
    // 0 - ok
    // 1, 3 - not enough money
    // 2 - you have to seat on barber chair
    if (!_player->HasEnoughMoney(cost))
    {
        SendBarberShopResult(BARBER_SHOP_RESULT_NO_MONEY);
        return;
    }
    SendBarberShopResult(BARBER_SHOP_RESULT_SUCCESS);
    _player->ModifyMoney(-int32(cost));                     // it isn't free
    _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER, cost);
    _player->SetByteValue(PLAYER_BYTES, 2, uint8(bs_hair->hair_id));
    _player->SetByteValue(PLAYER_BYTES, 3, uint8(Color));
    _player->SetByteValue(PLAYER_BYTES_2, 0, uint8(bs_facialHair->hair_id));
    if (bs_skinColor)
        _player->SetByteValue(PLAYER_BYTES, 0, uint8(bs_skinColor->hair_id));
    _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP, 1);
    _player->SetStandState(0);                              // stand up
}
void WorldSession::HandleRemoveGlyph(WorldPacket& recvData)
{
    uint32 slot;
    recvData >> slot;
    if (slot >= MAX_GLYPH_SLOT_INDEX)
    {
        TC_LOG_DEBUG("network", "Client sent wrong glyph slot number in opcode CMSG_REMOVE_GLYPH %u", slot);
        return;
    }
    if (uint32 glyph = _player->GetGlyph(slot))
    {
        if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph))
        {
            _player->RemoveAurasDueToSpell(gp->SpellId);
            _player->SetGlyph(slot, 0);
            _player->SendTalentsInfoData(false);
        }
    }
}
void WorldSession::HandleCharCustomize(WorldPacket& recvData)
{
    CharacterCustomizeInfo customizeInfo;
    recvData >> customizeInfo.Guid;
    if (!IsLegitCharacterForAccount(customizeInfo.Guid))
    {
        TC_LOG_ERROR("network", "Account %u, IP: %s tried to customise %s, but it does not belong to their account!",
            GetAccountId(), GetRemoteAddress().c_str(), customizeInfo.Guid.ToString().c_str());
        recvData.rfinish();
        KickPlayer();
        return;
    }
    recvData >> customizeInfo.Name
             >> customizeInfo.Gender
             >> customizeInfo.Skin
             >> customizeInfo.HairColor
             >> customizeInfo.HairStyle
             >> customizeInfo.FacialHair
             >> customizeInfo.Face;
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_NAME_DATA);
    stmt->setUInt32(0, customizeInfo.Guid.GetCounter());
    PreparedQueryResult result = CharacterDatabase.Query(stmt);
    if (!result)
    {
        SendCharCustomize(CHAR_CREATE_ERROR, customizeInfo);
        return;
    }
    Field* fields = result->Fetch();
    uint8 plrRace = fields[0].GetUInt8();
    uint8 plrClass = fields[1].GetUInt8();
    uint8 plrGender = fields[2].GetUInt8();
    if (!Player::ValidateAppearance(plrRace, plrClass, plrGender, customizeInfo.HairStyle, customizeInfo.HairColor, customizeInfo.Face, customizeInfo.FacialHair, customizeInfo.Skin, true))
    {
        SendCharCustomize(CHAR_CREATE_ERROR, customizeInfo);
        return;
    }
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_AT_LOGIN);
    stmt->setUInt32(0, customizeInfo.Guid.GetCounter());
    // TODO: Make async with callback
    result = CharacterDatabase.Query(stmt);
    if (!result)
    {
        SendCharCustomize(CHAR_CREATE_ERROR, customizeInfo);
        return;
    }
    fields = result->Fetch();
    uint32 at_loginFlags = fields[0].GetUInt16();
    if (!(at_loginFlags & AT_LOGIN_CUSTOMIZE))
    {
        SendCharCustomize(CHAR_CREATE_ERROR, customizeInfo);
        return;
    }
    // prevent character rename to invalid name
    if (!normalizePlayerName(customizeInfo.Name))
    {
        SendCharCustomize(CHAR_NAME_NO_NAME, customizeInfo);
        return;
    }
    ResponseCodes res = ObjectMgr::CheckPlayerName(customizeInfo.Name, true);
    if (res != CHAR_NAME_SUCCESS)
    {
        SendCharCustomize(res, customizeInfo);
        return;
    }
    // check name limitations
    if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(customizeInfo.Name))
    {
        SendCharCustomize(CHAR_NAME_RESERVED, customizeInfo);
        return;
    }
    // character with this name already exist
    if (ObjectGuid newGuid = sObjectMgr->GetPlayerGUIDByName(customizeInfo.Name))
    {
        if (newGuid != customizeInfo.Guid)
        {
            SendCharCustomize(CHAR_CREATE_NAME_IN_USE, customizeInfo);
            return;
        }
    }
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_NAME);
    stmt->setUInt32(0, customizeInfo.Guid.GetCounter());
    result = CharacterDatabase.Query(stmt);
    if (result)
    {
        std::string oldname = result->Fetch()[0].GetString();
        TC_LOG_INFO("entities.player.character", "Account: %d (IP: %s), Character[%s] (%s) Customized to: %s",
            GetAccountId(), GetRemoteAddress().c_str(), oldname.c_str(), customizeInfo.Guid.ToString().c_str(), customizeInfo.Name.c_str());
    }
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    Player::Customize(&customizeInfo, trans);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_NAME_AT_LOGIN);
    stmt->setString(0, customizeInfo.Name);
    stmt->setUInt16(1, uint16(AT_LOGIN_CUSTOMIZE));
    stmt->setUInt32(2, customizeInfo.Guid.GetCounter());
    trans->Append(stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_DECLINED_NAME);
    stmt->setUInt32(0, customizeInfo.Guid.GetCounter());
    trans->Append(stmt);
    CharacterDatabase.CommitTransaction(trans);
    sWorld->UpdateCharacterNameData(customizeInfo.Guid, customizeInfo.Name, customizeInfo.Gender);
    SendCharCustomize(RESPONSE_SUCCESS, customizeInfo);
}
void WorldSession::HandleEquipmentSetSave(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_SAVE");
    uint64 setGuid;
    recvData.readPackGUID(setGuid);
    uint32 index;
    recvData >> index;
    if (index >= MAX_EQUIPMENT_SET_INDEX)                    // client set slots amount
        return;
    std::string name;
    recvData >> name;
    std::string iconName;
    recvData >> iconName;
    EquipmentSet eqSet;
    eqSet.Guid      = setGuid;
    eqSet.Name      = name;
    eqSet.IconName  = iconName;
    eqSet.state     = EQUIPMENT_SET_NEW;
    for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
    {
        ObjectGuid itemGuid;
        recvData >> itemGuid.ReadAsPacked();
        // equipment manager sends "1" (as raw GUID) for slots set to "ignore" (don't touch slot at equip set)
        if (itemGuid.GetRawValue() == 1)
        {
            // ignored slots saved as bit mask because we have no free special values for Items[i]
            eqSet.IgnoreMask |= 1 << i;
            continue;
        }
        Item* item = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (!item && itemGuid)                               // cheating check 1
            return;
        if (item && item->GetGUID() != itemGuid)             // cheating check 2
            return;
        eqSet.Items[i] = itemGuid.GetCounter();
    }
    _player->SetEquipmentSet(index, eqSet);
}
void WorldSession::HandleEquipmentSetDelete(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_DELETE");
    uint64 setGuid;
    recvData.readPackGUID(setGuid);
    _player->DeleteEquipmentSet(setGuid);
}
void WorldSession::HandleEquipmentSetUse(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "CMSG_EQUIPMENT_SET_USE");
    for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
    {
        ObjectGuid itemGuid;
        recvData >> itemGuid.ReadAsPacked();
        uint8 srcbag, srcslot;
        recvData >> srcbag >> srcslot;
        TC_LOG_DEBUG("entities.player.items", "%s: srcbag %u, srcslot %u", itemGuid.ToString().c_str(), srcbag, srcslot);
        // check if item slot is set to "ignored" (raw value == 1), must not be unequipped then
        if (itemGuid.GetRawValue() == 1)
            continue;
        // Only equip weapons in combat
        if (_player->IsInCombat() && i != EQUIPMENT_SLOT_MAINHAND && i != EQUIPMENT_SLOT_OFFHAND && i != EQUIPMENT_SLOT_RANGED)
            continue;
        Item* item = _player->GetItemByGuid(itemGuid);
        uint16 dstpos = i | (INVENTORY_SLOT_BAG_0 << 8);
        if (!item)
        {
            Item* uItem = _player->GetItemByPos(INVENTORY_SLOT_BAG_0, i);
            if (!uItem)
                continue;
            ItemPosCountVec sDest;
            InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, sDest, uItem, false);
            if (msg == EQUIP_ERR_OK)
            {
                _player->RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
                _player->StoreItem(sDest, uItem, true);
            }
            else
                _player->SendEquipError(msg, uItem, NULL);
            continue;
        }
        if (item->GetPos() == dstpos)
            continue;
        _player->SwapItem(item->GetPos(), dstpos);
    }
    WorldPacket data(SMSG_EQUIPMENT_SET_USE_RESULT, 1);
    data << uint8(0);                                       // 4 - equipment swap failed - inventory is full
    SendPacket(&data);
}
void WorldSession::HandleCharFactionOrRaceChange(WorldPacket& recvData)
{
    CharacterFactionChangeInfo factionChangeInfo;
    recvData >> factionChangeInfo.Guid;
    if (!IsLegitCharacterForAccount(factionChangeInfo.Guid))
    {
        TC_LOG_ERROR("network", "Account %u, IP: %s tried to factionchange character %s, but it does not belong to their account!",
            GetAccountId(), GetRemoteAddress().c_str(), factionChangeInfo.Guid.ToString().c_str());
        recvData.rfinish();
        KickPlayer();
        return;
    }
    recvData >> factionChangeInfo.Name
             >> factionChangeInfo.Gender
             >> factionChangeInfo.Skin
             >> factionChangeInfo.HairColor
             >> factionChangeInfo.HairStyle
             >> factionChangeInfo.FacialHair
             >> factionChangeInfo.Face
             >> factionChangeInfo.Race;
    uint32 lowGuid = factionChangeInfo.Guid.GetCounter();
    // get the players old (at this moment current) race
    CharacterNameData const* nameData = sWorld->GetCharacterNameData(factionChangeInfo.Guid);
    if (!nameData)
    {
        SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
        return;
    }
    uint8 oldRace = nameData->m_race;
    uint8 playerClass = nameData->m_class;
    uint8 level = nameData->m_level;
    // TO Do: Make async
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_AT_LOGIN_TITLES);
    stmt->setUInt32(0, lowGuid);
    PreparedQueryResult result = CharacterDatabase.Query(stmt);
    if (!result)
    {
        SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
        return;
    }
    Field* fields = result->Fetch();
    uint32 at_loginFlags = fields[0].GetUInt16();
    std::string knownTitlesStr = fields[1].GetString();
    uint32 used_loginFlag = ((recvData.GetOpcode() == CMSG_CHAR_RACE_CHANGE) ? AT_LOGIN_CHANGE_RACE : AT_LOGIN_CHANGE_FACTION);
    if (!sObjectMgr->GetPlayerInfo(factionChangeInfo.Race, playerClass))
    {
        SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
        return;
    }
    if (!(at_loginFlags & used_loginFlag))
    {
        SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
        return;
    }
    if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RACEMASK))
    {
        uint32 raceMaskDisabled = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_DISABLED_RACEMASK);
        if ((1 << (factionChangeInfo.Race - 1)) & raceMaskDisabled)
        {
            SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
            return;
        }
    }
    // prevent character rename to invalid name
    if (!normalizePlayerName(factionChangeInfo.Name))
    {
        SendCharFactionChange(CHAR_NAME_NO_NAME, factionChangeInfo);
        return;
    }
    ResponseCodes res = ObjectMgr::CheckPlayerName(factionChangeInfo.Name, true);
    if (res != CHAR_NAME_SUCCESS)
    {
        SendCharFactionChange(res, factionChangeInfo);
        return;
    }
    // check name limitations
    if (!HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(factionChangeInfo.Name))
    {
        SendCharFactionChange(CHAR_NAME_RESERVED, factionChangeInfo);
        return;
    }
    // character with this name already exist
    if (ObjectGuid newGuid = sObjectMgr->GetPlayerGUIDByName(factionChangeInfo.Name))
    {
        if (newGuid != factionChangeInfo.Guid)
        {
            SendCharFactionChange(CHAR_CREATE_NAME_IN_USE, factionChangeInfo);
            return;
        }
    }
    // resurrect the character in case he's dead
    sObjectAccessor->ConvertCorpseForPlayer(factionChangeInfo.Guid);
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    CharacterDatabase.EscapeString(factionChangeInfo.Name);
    Player::Customize(&factionChangeInfo, trans);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_FACTION_OR_RACE);
    stmt->setString(0, factionChangeInfo.Name);
    stmt->setUInt8(1, factionChangeInfo.Race);
    stmt->setUInt16(2, used_loginFlag);
    stmt->setUInt32(3, lowGuid);
    trans->Append(stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
    stmt->setUInt32(0, lowGuid);
    trans->Append(stmt);
    sWorld->UpdateCharacterNameData(factionChangeInfo.Guid, factionChangeInfo.Name, factionChangeInfo.Gender, factionChangeInfo.Race);
    if (oldRace != factionChangeInfo.Race)
    {
        TeamId team = TEAM_ALLIANCE;
        // Search each faction is targeted
        switch (factionChangeInfo.Race)
        {
            case RACE_ORC:
            case RACE_TAUREN:
            case RACE_UNDEAD_PLAYER:
            case RACE_TROLL:
            case RACE_BLOODELF:
                team = TEAM_HORDE;
                break;
            default:
                break;
        }
        // Switch Languages
        // delete all languages first
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILL_LANGUAGES);
        stmt->setUInt32(0, lowGuid);
        trans->Append(stmt);
        // Now add them back
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILL_LANGUAGE);
        stmt->setUInt32(0, lowGuid);
        // Faction specific languages
        if (team == TEAM_HORDE)
            stmt->setUInt16(1, 109);
        else
            stmt->setUInt16(1, 98);
        trans->Append(stmt);
        // Race specific languages
        if (factionChangeInfo.Race != RACE_ORC && factionChangeInfo.Race != RACE_HUMAN)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILL_LANGUAGE);
            stmt->setUInt32(0, lowGuid);
            switch (factionChangeInfo.Race)
            {
                case RACE_DWARF:
                    stmt->setUInt16(1, 111);
                    break;
                case RACE_DRAENEI:
                    stmt->setUInt16(1, 759);
                    break;
                case RACE_GNOME:
                    stmt->setUInt16(1, 313);
                    break;
                case RACE_NIGHTELF:
                    stmt->setUInt16(1, 113);
                    break;
                case RACE_UNDEAD_PLAYER:
                    stmt->setUInt16(1, 673);
                    break;
                case RACE_TAUREN:
                    stmt->setUInt16(1, 115);
                    break;
                case RACE_TROLL:
                    stmt->setUInt16(1, 315);
                    break;
                case RACE_BLOODELF:
                    stmt->setUInt16(1, 137);
                    break;
            }
            trans->Append(stmt);
        }
        if (recvData.GetOpcode() == CMSG_CHAR_FACTION_CHANGE)
        {
            // Delete all Flypaths
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TAXI_PATH);
            stmt->setUInt32(0, lowGuid);
            trans->Append(stmt);
            if (level > 7)
            {
                // Update Taxi path
                // this doesn't seem to be 100% blizzlike... but it can't really be helped.
                std::ostringstream taximaskstream;
                uint32 numFullTaximasks = level / 7;
                if (numFullTaximasks > 11)
                    numFullTaximasks = 11;
                if (team == TEAM_ALLIANCE)
                {
                    if (playerClass != CLASS_DEATH_KNIGHT)
                    {
                        for (uint8 i = 0; i < numFullTaximasks; ++i)
                            taximaskstream << uint32(sAllianceTaxiNodesMask[i]) << ' ';
                    }
                    else
                    {
                        for (uint8 i = 0; i < numFullTaximasks; ++i)
                            taximaskstream << uint32(sAllianceTaxiNodesMask[i] | sDeathKnightTaxiNodesMask[i]) << ' ';
                    }
                }
                else
                {
                    if (playerClass != CLASS_DEATH_KNIGHT)
                    {
                        for (uint8 i = 0; i < numFullTaximasks; ++i)
                            taximaskstream << uint32(sHordeTaxiNodesMask[i]) << ' ';
                    }
                    else
                    {
                        for (uint8 i = 0; i < numFullTaximasks; ++i)
                            taximaskstream << uint32(sHordeTaxiNodesMask[i] | sDeathKnightTaxiNodesMask[i]) << ' ';
                    }
                }
                uint32 numEmptyTaximasks = 11 - numFullTaximasks;
                for (uint8 i = 0; i < numEmptyTaximasks; ++i)
                    taximaskstream << "0 ";
                taximaskstream << '0';
                std::string taximask = taximaskstream.str();
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TAXIMASK);
                stmt->setString(0, taximask);
                stmt->setUInt32(1, lowGuid);
                trans->Append(stmt);
            }
            if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD))
            {
                // Reset guild
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
                stmt->setUInt32(0, lowGuid);
                PreparedQueryResult result = CharacterDatabase.Query(stmt);
                if (result)
                    if (Guild* guild = sGuildMgr->GetGuildById((result->Fetch()[0]).GetUInt32()))
                        guild->DeleteMember(factionChangeInfo.Guid, false, false, true);
                Player::LeaveAllArenaTeams(factionChangeInfo.Guid);
            }
            if (!HasPermission(rbac::RBAC_PERM_TWO_SIDE_ADD_FRIEND))
            {
                // Delete Friend List
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID);
                stmt->setUInt32(0, lowGuid);
                trans->Append(stmt);
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND);
                stmt->setUInt32(0, lowGuid);
                trans->Append(stmt);
            }
            // Reset homebind and position
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
            stmt->setUInt32(0, lowGuid);
            trans->Append(stmt);
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND);
            stmt->setUInt32(0, lowGuid);
            WorldLocation loc;
            uint16 zoneId = 0;
            if (team == TEAM_ALLIANCE)
            {
                loc.WorldRelocate(0, -8867.68f, 673.373f, 97.9034f, 0.0f);
                zoneId = 1519;
            }
            else
            {
                loc.WorldRelocate(1, 1633.33f, -4439.11f, 15.7588f, 0.0f);
                zoneId = 1637;
            }
            stmt->setUInt16(1, loc.GetMapId());
            stmt->setUInt16(2, zoneId);
            stmt->setFloat(3, loc.GetPositionX());
            stmt->setFloat(4, loc.GetPositionY());
            stmt->setFloat(5, loc.GetPositionZ());
            trans->Append(stmt);
            Player::SavePositionInDB(loc, zoneId, factionChangeInfo.Guid, trans);
            // Achievement conversion
            for (std::map::const_iterator it = sObjectMgr->FactionChangeAchievements.begin(); it != sObjectMgr->FactionChangeAchievements.end(); ++it)
            {
                uint32 achiev_alliance = it->first;
                uint32 achiev_horde = it->second;
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_BY_ACHIEVEMENT);
                stmt->setUInt16(0, uint16(team == TEAM_ALLIANCE ? achiev_alliance : achiev_horde));
                stmt->setUInt32(1, lowGuid);
                trans->Append(stmt);
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ACHIEVEMENT);
                stmt->setUInt16(0, uint16(team == TEAM_ALLIANCE ? achiev_alliance : achiev_horde));
                stmt->setUInt16(1, uint16(team == TEAM_ALLIANCE ? achiev_horde : achiev_alliance));
                stmt->setUInt32(2, lowGuid);
                trans->Append(stmt);
            }
            // Item conversion
            for (std::map::const_iterator it = sObjectMgr->FactionChangeItems.begin(); it != sObjectMgr->FactionChangeItems.end(); ++it)
            {
                uint32 item_alliance = it->first;
                uint32 item_horde = it->second;
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_INVENTORY_FACTION_CHANGE);
                stmt->setUInt32(0, (team == TEAM_ALLIANCE ? item_alliance : item_horde));
                stmt->setUInt32(1, (team == TEAM_ALLIANCE ? item_horde : item_alliance));
                stmt->setUInt32(2, lowGuid);
                trans->Append(stmt);
            }
            // Delete all current quests
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS);
            stmt->setUInt32(0, lowGuid);
            trans->Append(stmt);
            // Quest conversion
            for (std::map::const_iterator it = sObjectMgr->FactionChangeQuests.begin(); it != sObjectMgr->FactionChangeQuests.end(); ++it)
            {
                uint32 quest_alliance = it->first;
                uint32 quest_horde = it->second;
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED_BY_QUEST);
                stmt->setUInt32(0, lowGuid);
                stmt->setUInt32(1, (team == TEAM_ALLIANCE ? quest_alliance : quest_horde));
                trans->Append(stmt);
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_FACTION_CHANGE);
                stmt->setUInt32(0, (team == TEAM_ALLIANCE ? quest_alliance : quest_horde));
                stmt->setUInt32(1, (team == TEAM_ALLIANCE ? quest_horde : quest_alliance));
                stmt->setUInt32(2, lowGuid);
                trans->Append(stmt);
            }
            // Mark all rewarded quests as "active" (will count for completed quests achievements)
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_ACTIVE);
            stmt->setUInt32(0, lowGuid);
            trans->Append(stmt);
            // Disable all old-faction specific quests
            {
                ObjectMgr::QuestMap const& questTemplates = sObjectMgr->GetQuestTemplates();
                for (ObjectMgr::QuestMap::const_iterator iter = questTemplates.begin(); iter != questTemplates.end(); ++iter)
                {
                    Quest const* quest = iter->second;
                    uint32 newRaceMask = (team == TEAM_ALLIANCE) ? RACEMASK_ALLIANCE : RACEMASK_HORDE;
                    if (!(quest->GetRequiredRaces() & newRaceMask))
                    {
                        stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_QUESTSTATUS_REWARDED_ACTIVE_BY_QUEST);
                        stmt->setUInt32(0, lowGuid);
                        stmt->setUInt32(1, quest->GetQuestId());
                        trans->Append(stmt);
                    }
                }
            }
            // Spell conversion
            for (std::map::const_iterator it = sObjectMgr->FactionChangeSpells.begin(); it != sObjectMgr->FactionChangeSpells.end(); ++it)
            {
                uint32 spell_alliance = it->first;
                uint32 spell_horde = it->second;
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_BY_SPELL);
                stmt->setUInt32(0, (team == TEAM_ALLIANCE ? spell_alliance : spell_horde));
                stmt->setUInt32(1, lowGuid);
                trans->Append(stmt);
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_SPELL_FACTION_CHANGE);
                stmt->setUInt32(0, (team == TEAM_ALLIANCE ? spell_alliance : spell_horde));
                stmt->setUInt32(1, (team == TEAM_ALLIANCE ? spell_horde : spell_alliance));
                stmt->setUInt32(2, lowGuid);
                trans->Append(stmt);
            }
            // Reputation conversion
            for (std::map::const_iterator it = sObjectMgr->FactionChangeReputation.begin(); it != sObjectMgr->FactionChangeReputation.end(); ++it)
            {
                uint32 reputation_alliance = it->first;
                uint32 reputation_horde = it->second;
                uint32 newReputation = (team == TEAM_ALLIANCE) ? reputation_alliance : reputation_horde;
                uint32 oldReputation = (team == TEAM_ALLIANCE) ? reputation_horde : reputation_alliance;
                // select old standing set in db
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_REP_BY_FACTION);
                stmt->setUInt32(0, oldReputation);
                stmt->setUInt32(1, lowGuid);
                if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
                {
                    Field* fields = result->Fetch();
                    int32 oldDBRep = fields[0].GetInt32();
                    FactionEntry const* factionEntry = sFactionStore.LookupEntry(oldReputation);
                    // old base reputation
                    int32 oldBaseRep = sObjectMgr->GetBaseReputationOf(factionEntry, oldRace, playerClass);
                    // new base reputation
                    int32 newBaseRep = sObjectMgr->GetBaseReputationOf(sFactionStore.LookupEntry(newReputation), factionChangeInfo.Race, playerClass);
                    // final reputation shouldnt change
                    int32 FinalRep = oldDBRep + oldBaseRep;
                    int32 newDBRep = FinalRep - newBaseRep;
                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REP_BY_FACTION);
                    stmt->setUInt32(0, newReputation);
                    stmt->setUInt32(1, lowGuid);
                    trans->Append(stmt);
                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_REP_FACTION_CHANGE);
                    stmt->setUInt16(0, uint16(newReputation));
                    stmt->setInt32(1, newDBRep);
                    stmt->setUInt16(2, uint16(oldReputation));
                    stmt->setUInt32(3, lowGuid);
                    trans->Append(stmt);
                }
            }
            // Title conversion
            if (!knownTitlesStr.empty())
            {
                const uint32 ktcount = KNOWN_TITLES_SIZE * 2;
                uint32 knownTitles[ktcount];
                Tokenizer tokens(knownTitlesStr, ' ', ktcount);
                if (tokens.size() != ktcount)
                {
                    SendCharFactionChange(CHAR_CREATE_ERROR, factionChangeInfo);
                    return;
                }
                for (uint32 index = 0; index < ktcount; ++index)
                    knownTitles[index] = atoul(tokens[index]);
                for (std::map::const_iterator it = sObjectMgr->FactionChangeTitles.begin(); it != sObjectMgr->FactionChangeTitles.end(); ++it)
                {
                    uint32 title_alliance = it->first;
                    uint32 title_horde = it->second;
                    CharTitlesEntry const* atitleInfo = sCharTitlesStore.LookupEntry(title_alliance);
                    CharTitlesEntry const* htitleInfo = sCharTitlesStore.LookupEntry(title_horde);
                    // new team
                    if (team == TEAM_ALLIANCE)
                    {
                        uint32 bitIndex = htitleInfo->bit_index;
                        uint32 index = bitIndex / 32;
                        uint32 old_flag = 1 << (bitIndex % 32);
                        uint32 new_flag = 1 << (atitleInfo->bit_index % 32);
                        if (knownTitles[index] & old_flag)
                        {
                            knownTitles[index] &= ~old_flag;
                            // use index of the new title
                            knownTitles[atitleInfo->bit_index / 32] |= new_flag;
                        }
                    }
                    else
                    {
                        uint32 bitIndex = atitleInfo->bit_index;
                        uint32 index = bitIndex / 32;
                        uint32 old_flag = 1 << (bitIndex % 32);
                        uint32 new_flag = 1 << (htitleInfo->bit_index % 32);
                        if (knownTitles[index] & old_flag)
                        {
                            knownTitles[index] &= ~old_flag;
                            // use index of the new title
                            knownTitles[htitleInfo->bit_index / 32] |= new_flag;
                        }
                    }
                    std::ostringstream ss;
                    for (uint32 index = 0; index < ktcount; ++index)
                        ss << knownTitles[index] << ' ';
                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_TITLES_FACTION_CHANGE);
                    stmt->setString(0, ss.str().c_str());
                    stmt->setUInt32(1, lowGuid);
                    trans->Append(stmt);
                    // unset any currently chosen title
                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_RES_CHAR_TITLES_FACTION_CHANGE);
                    stmt->setUInt32(0, lowGuid);
                    trans->Append(stmt);
                }
            }
        }
    }
    CharacterDatabase.CommitTransaction(trans);
    TC_LOG_DEBUG("entities.player", "%s (IP: %s) changed race from %u to %u", GetPlayerInfo().c_str(), GetRemoteAddress().c_str(), oldRace, factionChangeInfo.Race);
    SendCharFactionChange(RESPONSE_SUCCESS, factionChangeInfo);
}
void WorldSession::SendCharCreate(ResponseCodes result)
{
    WorldPacket data(SMSG_CHAR_CREATE, 1);
    data << uint8(result);
    SendPacket(&data);
}
void WorldSession::SendCharDelete(ResponseCodes result)
{
    WorldPacket data(SMSG_CHAR_DELETE, 1);
    data << uint8(result);
    SendPacket(&data);
}
void WorldSession::SendCharRename(ResponseCodes result, CharacterRenameInfo const& renameInfo)
{
    WorldPacket data(SMSG_CHAR_RENAME, 1 + 8 + renameInfo.Name.size() + 1);
    data << uint8(result);
    if (result == RESPONSE_SUCCESS)
    {
        data << renameInfo.Guid;
        data << renameInfo.Name;
    }
    SendPacket(&data);
}
void WorldSession::SendCharCustomize(ResponseCodes result, CharacterCustomizeInfo const& customizeInfo)
{
    WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1 + 8 + customizeInfo.Name.size() + 1 + 6);
    data << uint8(result);
    if (result == RESPONSE_SUCCESS)
    {
        data << customizeInfo.Guid;
        data << customizeInfo.Name;
        data << uint8(customizeInfo.Gender);
        data << uint8(customizeInfo.Skin);
        data << uint8(customizeInfo.Face);
        data << uint8(customizeInfo.HairStyle);
        data << uint8(customizeInfo.HairColor);
        data << uint8(customizeInfo.FacialHair);
    }
    SendPacket(&data);
}
void WorldSession::SendCharFactionChange(ResponseCodes result, CharacterFactionChangeInfo const& factionChangeInfo)
{
    WorldPacket data(SMSG_CHAR_FACTION_CHANGE, 1 + 8 + factionChangeInfo.Name.size() + 1 + 7);
    data << uint8(result);
    if (result == RESPONSE_SUCCESS)
    {
        data << factionChangeInfo.Guid;
        data << factionChangeInfo.Name;
        data << uint8(factionChangeInfo.Gender);
        data << uint8(factionChangeInfo.Skin);
        data << uint8(factionChangeInfo.Face);
        data << uint8(factionChangeInfo.HairStyle);
        data << uint8(factionChangeInfo.HairColor);
        data << uint8(factionChangeInfo.FacialHair);
        data << uint8(factionChangeInfo.Race);
    }
    SendPacket(&data);
}
void WorldSession::SendSetPlayerDeclinedNamesResult(DeclinedNameResult result, ObjectGuid guid)
{
    WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4 + 8);
    data << uint32(result);
    data << guid;
    SendPacket(&data);
}
void WorldSession::SendBarberShopResult(BarberShopResult result)
{
    WorldPacket data(SMSG_BARBER_SHOP_RESULT, 4);
    data << uint32(result);
    SendPacket(&data);
}