/*
 * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
 *
 * 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 "WorldSession.h"
#include "AccountMgr.h"
#include "CharacterCache.h"
#include "DatabaseEnv.h"
#include "DBCStores.h"
#include "GameTime.h"
#include "Item.h"
#include "Language.h"
#include "Log.h"
#include "Mail.h"
#include "MailPackets.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "World.h"
#include "WorldPacket.h"
bool WorldSession::CanOpenMailBox(ObjectGuid guid)
{
    if (guid == _player->GetGUID())
    {
        if (!HasPermission(rbac::RBAC_PERM_COMMAND_MAILBOX))
        {
            TC_LOG_WARN("cheat", "%s attempted to open mailbox by using a cheat.", _player->GetName().c_str());
            return false;
        }
    }
    else if (guid.IsGameObject())
    {
        if (!_player->GetGameObjectIfCanInteractWith(guid, GAMEOBJECT_TYPE_MAILBOX))
            return false;
    }
    else if (guid.IsAnyTypeCreature())
    {
        if (!_player->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_MAILBOX))
            return false;
    }
    else
        return false;
    return true;
}
void WorldSession::HandleSendMail(WorldPackets::Mail::SendMail& sendMail)
{
    if (!CanOpenMailBox(sendMail.Info.Mailbox))
        return;
    if (sendMail.Info.Target.empty())
        return;
    Player* player = _player;
    if (_player->GetLevel() < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
    {
        SendNotification(GetTrinityString(LANG_MAIL_SENDER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
        return;
    }
    ObjectGuid receiverGuid;
    if (normalizePlayerName(sendMail.Info.Target))
        receiverGuid = sCharacterCache->GetCharacterGuidByName(sendMail.Info.Target);
    if (!receiverGuid)
    {
        TC_LOG_INFO("network", "Player %s is sending mail to %s (GUID: non-existing!) with subject %s "
            "and body %s includes " SZFMTD " items, %u copper and %u COD copper with StationeryID = %d, PackageID = %d",
            GetPlayerInfo().c_str(), sendMail.Info.Target.c_str(), sendMail.Info.Subject.c_str(), sendMail.Info.Body.c_str(),
            sendMail.Info.Attachments.size(), sendMail.Info.SendMoney, sendMail.Info.Cod, sendMail.Info.StationeryID, sendMail.Info.PackageID);
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }
    if (sendMail.Info.SendMoney < 0)
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        TC_LOG_WARN("cheat", "Player %s attempted to send mail to %s (%s) with negative money value (SendMoney: %d)",
            GetPlayerInfo().c_str(), sendMail.Info.Target.c_str(), receiverGuid.ToString().c_str(), sendMail.Info.SendMoney);
        return;
    }
    if (sendMail.Info.Cod < 0)
    {
        GetPlayer()->SendMailResult(0, MAIL_SEND, MAIL_ERR_INTERNAL_ERROR);
        TC_LOG_WARN("cheat", "Player %s attempted to send mail to %s (%s) with negative COD value (Cod: %d)",
            GetPlayerInfo().c_str(), sendMail.Info.Target.c_str(), receiverGuid.ToString().c_str(), sendMail.Info.Cod);
        return;
    }
    TC_LOG_INFO("network", "Player %s is sending mail to %s (%s) with subject %s and body %s "
        "including " SZFMTD " items, %u copper and %u COD copper with StationeryID = %d, PackageID = %d",
        GetPlayerInfo().c_str(), sendMail.Info.Target.c_str(), receiverGuid.ToString().c_str(), sendMail.Info.Subject.c_str(),
        sendMail.Info.Body.c_str(), sendMail.Info.Attachments.size(), sendMail.Info.SendMoney, sendMail.Info.Cod, sendMail.Info.StationeryID, sendMail.Info.PackageID);
    if (player->GetGUID() == receiverGuid)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }
    int32 cost = !sendMail.Info.Attachments.empty() ? 30 * sendMail.Info.Attachments.size() : 30;  // price hardcoded in client
    int32 reqmoney = cost + sendMail.Info.SendMoney;
    // Check for overflow
    if (reqmoney < sendMail.Info.SendMoney)
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }
    if (!player->HasEnoughMoney(reqmoney) && !player->IsGameMaster())
    {
        player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }
    auto mailCountCheckContinuation = [this, player = _player, receiverGuid, mailInfo = std::move(sendMail.Info), reqmoney, cost](uint32 receiverTeam, uint64 mailsCount, uint8 receiverLevel, uint32 receiverAccountId) mutable
    {
        if (_player != player)
            return;
        // do not allow to have more than 100 mails in mailbox.. mails count is in opcode uint8!!! - so max can be 255..
        if (mailsCount > 100)
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_CAP_REACHED);
            return;
        }
        // test the receiver's Faction... or all items are account bound
        bool accountBound = !mailInfo.Attachments.empty();
        for (auto const& att : mailInfo.Attachments)
        {
            if (Item* item = player->GetItemByGuid(att.ItemGUID))
            {
                ItemTemplate const* itemProto = item->GetTemplate();
                if (!itemProto || !itemProto->HasFlag(ITEM_FLAG_IS_BOUND_TO_ACCOUNT))
                {
                    accountBound = false;
                    break;
                }
            }
        }
        if (!accountBound && player->GetTeam() != receiverTeam && !HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_MAIL))
        {
            player->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_YOUR_TEAM);
            return;
        }
        if (receiverLevel < sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ))
        {
            SendNotification(GetTrinityString(LANG_MAIL_RECEIVER_REQ), sWorld->getIntConfig(CONFIG_MAIL_LEVEL_REQ));
            return;
        }
        std::vector-  items;
        for (auto const& att : mailInfo.Attachments)
        {
            if (att.ItemGUID.IsEmpty())
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
                return;
            }
            Item* item = player->GetItemByGuid(att.ItemGUID);
            // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to mail)
            if (!item)
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_MAIL_ATTACHMENT_INVALID);
                return;
            }
            // handle empty bag before CanBeTraded, since that func already has that check
            if (item->IsNotEmptyBag())
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS);
                return;
            }
            if (!item->CanBeTraded(true))
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
                return;
            }
            if (item->IsBoundAccountWide() && item->IsSoulBound() && GetAccountId() != receiverAccountId)
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_ARTEFACTS_ONLY_FOR_OWN_CHARACTERS);
                return;
            }
            if (item->GetTemplate()->HasFlag(ITEM_FLAG_CONJURED) || item->GetUInt32Value(ITEM_FIELD_DURATION))
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_MAIL_BOUND_ITEM);
                return;
            }
            if (mailInfo.Cod && item->IsWrapped())
            {
                player->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANT_SEND_WRAPPED_COD);
                return;
            }
            items.push_back(item);
        }
        player->SendMailResult(0, MAIL_SEND, MAIL_OK);
        player->ModifyMoney(-int32(reqmoney));
        player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL, cost);
        bool needItemDelay = false;
        MailDraft draft(mailInfo.Subject, mailInfo.Body);
        CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
        if (!mailInfo.Attachments.empty() || mailInfo.SendMoney > 0)
        {
            bool log = HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
            if (!mailInfo.Attachments.empty())
            {
                for (Item* item : items)
                {
                    if (log)
                    {
                        sLog->outCommand(GetAccountId(), "GM %s (GUID: %u) (Account: %u) mail item: %s (Entry: %u Count: %u) "
                            "to: %s (%s) (Account: %u)", GetPlayerName().c_str(), GetGUIDLow(), GetAccountId(),
                            item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount(),
                            mailInfo.Target.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
                    }
                    item->SetNotRefundable(GetPlayer()); // makes the item no longer refundable
                    player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
                    item->DeleteFromInventoryDB(trans);     // deletes item from character's inventory
                    item->SetOwnerGUID(receiverGuid);
                    item->SetState(ITEM_CHANGED);
                    item->SaveToDB(trans);                  // recursive and not have transaction guard into self, item not in inventory and can be save standalone
                    draft.AddItem(item);
                }
                // if item send to character at another account, then apply item delivery delay
                needItemDelay = GetAccountId() != receiverAccountId;
            }
            if (log && mailInfo.SendMoney > 0)
            {
                sLog->outCommand(GetAccountId(), "GM %s (GUID: %u) (Account: %u) mail money: %u to: %s (%s) (Account: %u)",
                    GetPlayerName().c_str(), GetGUIDLow(), GetAccountId(), mailInfo.SendMoney, mailInfo.Target.c_str(), receiverGuid.ToString().c_str(), receiverAccountId);
            }
        }
        // If theres is an item, there is a one hour delivery delay if sent to another account's character.
        uint32 deliver_delay = needItemDelay ? sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY) : 0;
        // don't ask for COD if there are no items
        if (mailInfo.Attachments.empty())
            mailInfo.Cod = 0;
        // will delete item or place to receiver mail list
        draft
            .AddMoney(mailInfo.SendMoney)
            .AddCOD(mailInfo.Cod)
            .SendMailTo(trans, MailReceiver(ObjectAccessor::FindConnectedPlayer(receiverGuid), receiverGuid.GetCounter()), MailSender(player), mailInfo.Body.empty() ? MAIL_CHECK_MASK_COPIED : MAIL_CHECK_MASK_HAS_BODY, deliver_delay);
        player->SaveInventoryAndGoldToDB(trans);
        CharacterDatabase.CommitTransaction(trans);
    };
    if (Player* receiver = ObjectAccessor::FindConnectedPlayer(receiverGuid))
    {
        mailCountCheckContinuation(receiver->GetTeam(), receiver->GetMailSize(), receiver->GetLevel(), receiver->GetSession()->GetAccountId());
    }
    else
    {
        CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL_COUNT);
        stmt->setUInt32(0, receiverGuid.GetCounter());
        GetQueryProcessor().AddCallback(CharacterDatabase.AsyncQuery(stmt)
            .WithPreparedCallback([continuation = std::move(mailCountCheckContinuation), receiverGuid](PreparedQueryResult result) mutable
        {
            if (CharacterCacheEntry const* characterInfo = sCharacterCache->GetCharacterCacheByGuid(receiverGuid))
                continuation(Player::TeamForRace(characterInfo->Race), result ? (*result)[0].GetUInt64() : UI64LIT(0), characterInfo->Level, characterInfo->AccountId);
        }));
    }
}
//called when mail is read
void WorldSession::HandleMailMarkAsRead(WorldPackets::Mail::MailMarkAsRead& markAsRead)
{
    if (!CanOpenMailBox(markAsRead.Mailbox))
        return;
    Player* player = _player;
    Mail* m = player->GetMail(markAsRead.MailID);
    if (m && m->state != MAIL_STATE_DELETED)
    {
        if (player->unReadMails)
            --player->unReadMails;
        m->checked = m->checked | MAIL_CHECK_MASK_READ;
        player->m_mailsUpdated = true;
        m->state = MAIL_STATE_CHANGED;
    }
}
//called when client deletes mail
void WorldSession::HandleMailDelete(WorldPackets::Mail::MailDelete& mailDelete)
{
    if (!CanOpenMailBox(mailDelete.Mailbox))
        return;
    Mail* m = _player->GetMail(mailDelete.MailID);
    Player* player = _player;
    player->m_mailsUpdated = true;
    if (m)
    {
        // delete shouldn't show up for COD mails
        if (m->COD)
        {
            player->SendMailResult(mailDelete.MailID, MAIL_DELETED, MAIL_ERR_INTERNAL_ERROR);
            return;
        }
        m->state = MAIL_STATE_DELETED;
    }
    player->SendMailResult(mailDelete.MailID, MAIL_DELETED, MAIL_OK);
}
void WorldSession::HandleMailReturnToSender(WorldPackets::Mail::MailReturnToSender& returnToSender)
{
    if (!CanOpenMailBox(returnToSender.Mailbox))
        return;
    Player* player = _player;
    Mail* m = player->GetMail(returnToSender.MailID);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > GameTime::GetGameTime())
    {
        player->SendMailResult(returnToSender.MailID, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
    //we can return mail now
    //so firstly delete the old one
    CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
    CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
    stmt->setUInt32(0, returnToSender.MailID);
    trans->Append(stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
    stmt->setUInt32(0, returnToSender.MailID);
    trans->Append(stmt);
    player->RemoveMail(returnToSender.MailID);
    // only return mail if the player exists (and delete if not existing)
    if (m->messageType == MAIL_NORMAL && m->sender)
    {
        MailDraft draft(m->subject, m->body);
        if (m->mailTemplateId)
            draft = MailDraft(m->mailTemplateId, false);     // items already included
        if (m->HasItems())
        {
            for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
            {
                Item* item = player->GetMItem(itr2->item_guid);
                if (item)
                    draft.AddItem(item);
                else
                {
                    //WTF?
                }
                player->RemoveMItem(itr2->item_guid);
            }
        }
        draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender, trans);
    }
    CharacterDatabase.CommitTransaction(trans);
    delete m;                                               //we can deallocate old mail
    player->SendMailResult(returnToSender.MailID, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPackets::Mail::MailTakeItem& takeItem)
{
    if (!CanOpenMailBox(takeItem.Mailbox))
        return;
    Player* player = _player;
    Mail* m = player->GetMail(takeItem.MailID);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > GameTime::GetGameTime())
    {
        player->SendMailResult(takeItem.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
    // verify that the mail has the item to avoid cheaters taking COD items without paying
    if (std::find_if(m->items.begin(), m->items.end(), [attachId = uint32(takeItem.AttachID)](MailItemInfo info){ return info.item_guid == attachId; }) == m->items.end())
    {
        player->SendMailResult(takeItem.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
    // prevent cheating with skip client money check
    if (!player->HasEnoughMoney(m->COD))
    {
        player->SendMailResult(takeItem.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }
    Item* it = player->GetMItem(takeItem.AttachID);
    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
        m->RemoveItem(takeItem.AttachID);
        m->removedItems.push_back(takeItem.AttachID);
        if (m->COD > 0)                                     //if there is COD, take COD money from player and send them to sender by mail
        {
            ObjectGuid sender_guid(HighGuid::Player, m->sender);
            Player* receiver = ObjectAccessor::FindConnectedPlayer(sender_guid);
            uint32 sender_accId = 0;
            if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
            {
                std::string sender_name;
                if (receiver)
                {
                    sender_accId = receiver->GetSession()->GetAccountId();
                    sender_name = receiver->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = sCharacterCache->GetCharacterAccountIdByGuid(sender_guid);
                    if (!sCharacterCache->GetCharacterNameByGuid(sender_guid, sender_name))
                        sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
                    GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->Name1.c_str(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if (!receiver)
                sender_accId = sCharacterCache->GetCharacterAccountIdByGuid(sender_guid);
            // check player existence
            if (receiver || sender_accId)
            {
                MailDraft(m->subject, "")
                    .AddMoney(m->COD)
                    .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);
            }
            player->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->RemoveMItem(it->GetGUID().GetCounter());
        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        it->SetState(ITEM_UNCHANGED);                       // need to set this state, otherwise item cannot be removed later, if neccessary
        player->MoveItemToInventory(dest, it, true);
        player->SaveInventoryAndGoldToDB(trans);
        player->_SaveMail(trans);
        CharacterDatabase.CommitTransaction(trans);
        player->SendMailResult(takeItem.MailID, MAIL_ITEM_TAKEN, MAIL_OK, 0, takeItem.AttachID, count);
    }
    else
        player->SendMailResult(takeItem.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
void WorldSession::HandleMailTakeMoney(WorldPackets::Mail::MailTakeMoney& takeMoney)
{
    if (!CanOpenMailBox(takeMoney.Mailbox))
        return;
    Player* player = _player;
    Mail* m = player->GetMail(takeMoney.MailID);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > GameTime::GetGameTime())
    {
        player->SendMailResult(takeMoney.MailID, MAIL_MONEY_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
    if (!player->ModifyMoney(m->money, false))
    {
        player->SendMailResult(takeMoney.MailID, MAIL_MONEY_TAKEN, MAIL_ERR_EQUIP_ERROR, EQUIP_ERR_TOO_MUCH_GOLD);
        return;
    }
    m->money = 0;
    m->state = MAIL_STATE_CHANGED;
    player->m_mailsUpdated = true;
    player->SendMailResult(takeMoney.MailID, MAIL_MONEY_TAKEN, MAIL_OK);
    // save money and mail to prevent cheating
    CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
    player->SaveGoldToDB(trans);
    player->_SaveMail(trans);
    CharacterDatabase.CommitTransaction(trans);
}
//called when player lists his received mails
void WorldSession::HandleGetMailList(WorldPackets::Mail::MailGetList& getList)
{
    if (!CanOpenMailBox(getList.Mailbox))
        return;
    Player* player = _player;
    WorldPackets::Mail::MailListResult response;
    time_t curTime = GameTime::GetGameTime();
    for (Mail* m : player->GetMails())
    {
        // skip deleted or not delivered (deliver delay not expired) mails
        if (m->state == MAIL_STATE_DELETED || curTime < m->deliver_time)
            continue;
        response.AddMail(m, _player);
    }
    SendPacket(response.Write());
    // recalculate m_nextMailDelivereTime and unReadMails
    _player->UpdateNextMailTimeAndUnreads();
}
//used when player copies mail body to his inventory
void WorldSession::HandleMailCreateTextItem(WorldPackets::Mail::MailCreateTextItem& createTextItem)
{
    if (!CanOpenMailBox(createTextItem.Mailbox))
        return;
    Player* player = _player;
    Mail* m = player->GetMail(createTextItem.MailID);
    if (!m || (m->body.empty() && !m->mailTemplateId) || m->state == MAIL_STATE_DELETED || m->deliver_time > GameTime::GetGameTime() || (m->checked & MAIL_CHECK_MASK_COPIED))
    {
        player->SendMailResult(createTextItem.MailID, MAIL_MADE_PERMANENT, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
    Item* bodyItem = new Item;                              // This is not bag and then can be used new Item.
    if (!bodyItem->Create(sObjectMgr->GetGenerator().Generate(), MAIL_BODY_ITEM_TEMPLATE, player))
    {
        delete bodyItem;
        return;
    }
    // in mail template case we need create new item text
    if (m->mailTemplateId)
    {
        MailTemplateEntry const* mailTemplateEntry = sMailTemplateStore.LookupEntry(m->mailTemplateId);
        ASSERT(mailTemplateEntry);
        bodyItem->SetText(mailTemplateEntry->Body[GetSessionDbcLocale()]);
    }
    else
        bodyItem->SetText(m->body);
    if (m->messageType == MAIL_NORMAL)
        bodyItem->SetGuidValue(ITEM_FIELD_CREATOR, ObjectGuid(HighGuid::Player, m->sender));
    bodyItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_MAIL_TEXT_MASK);
    TC_LOG_INFO("network", "HandleMailCreateTextItem mailid=%u", createTextItem.MailID);
    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, bodyItem, false);
    if (msg == EQUIP_ERR_OK)
    {
        m->checked = m->checked | MAIL_CHECK_MASK_COPIED;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->StoreItem(dest, bodyItem, true);
        player->SendMailResult(createTextItem.MailID, MAIL_MADE_PERMANENT, MAIL_OK);
    }
    else
    {
        player->SendMailResult(createTextItem.MailID, MAIL_MADE_PERMANENT, MAIL_ERR_EQUIP_ERROR, msg);
        delete bodyItem;
    }
}
void WorldSession::HandleQueryNextMailTime(WorldPackets::Mail::MailQueryNextMailTime& /*queryNextMailTime*/)
{
    WorldPackets::Mail::MailQueryNextTimeResult result;
    if (_player->unReadMails > 0)
    {
        result.NextMailTime = 0.0f;
        time_t now = GameTime::GetGameTime();
        std::set sentSenders;
        for (Mail* m : _player->GetMails())
        {
            // must be not checked yet
            if (m->checked & MAIL_CHECK_MASK_READ)
                continue;
            // and already delivered
            if (now < m->deliver_time)
                continue;
            // only send each mail sender once
            if (sentSenders.count(m->sender))
                continue;
            result.Next.emplace_back(m);
            sentSenders.insert(m->sender);
            // do not send more than 2 mails
            if (sentSenders.size() > 2)
                break;
        }
    }
    else
        result.NextMailTime = -DAY;
    SendPacket(result.Write());
}