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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "AuctionHouseBot.h"
#include "AuctionHouseMgr.h"
#include "AuctionHousePackets.h"
#include "AccountMgr.h"
#include "Bag.h"
#include "DB2Stores.h"
#include "CharacterCache.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "GameTime.h"
#include "Language.h"
#include "Log.h"
#include "Mail.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Realm.h"
#include "ScriptMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include <sstream>
#include <vector>
enum eAuctionHouse
{
AH_MINIMUM_DEPOSIT = 100
};
AuctionHouseMgr::AuctionHouseMgr() { }
AuctionHouseMgr::~AuctionHouseMgr()
{
for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
delete itr->second;
}
AuctionHouseMgr* AuctionHouseMgr::instance()
{
static AuctionHouseMgr instance;
return &instance;
}
AuctionHouseObject* AuctionHouseMgr::GetAuctionsMap(uint32 factionTemplateId)
{
if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
return &mNeutralAuctions;
// teams have linked auction houses
FactionTemplateEntry const* uEntry = sFactionTemplateStore.LookupEntry(factionTemplateId);
if (!uEntry)
return &mNeutralAuctions;
else if (uEntry->FactionGroup & FACTION_MASK_ALLIANCE)
return &mAllianceAuctions;
else if (uEntry->FactionGroup & FACTION_MASK_HORDE)
return &mHordeAuctions;
else
return &mNeutralAuctions;
}
uint64 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item* pItem, uint32 count)
{
uint32 MSV = pItem->GetTemplate()->GetSellPrice();
if (MSV <= 0)
return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT);
float multiplier = CalculatePct(float(entry->DepositRate), 3);
uint32 timeHr = (((time / 60) / 60) / 12);
uint64 deposit = uint64(MSV * multiplier * sWorld->getRate(RATE_AUCTION_DEPOSIT));
float remainderbase = float(MSV * multiplier * sWorld->getRate(RATE_AUCTION_DEPOSIT)) - deposit;
deposit *= timeHr * count;
int i = count;
while (i > 0 && (remainderbase * i) != uint32(remainderbase * i))
i--;
if (i)
deposit += remainderbase * i * timeHr;
TC_LOG_DEBUG("auctionHouse", "MSV: %u", MSV);
TC_LOG_DEBUG("auctionHouse", "Items: %u", count);
TC_LOG_DEBUG("auctionHouse", "Multiplier: %f", multiplier);
TC_LOG_DEBUG("auctionHouse", "Deposit: " UI64FMTD, deposit);
TC_LOG_DEBUG("auctionHouse", "Deposit rm: %f", remainderbase * count);
if (deposit < AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT))
return AH_MINIMUM_DEPOSIT * sWorld->getRate(RATE_AUCTION_DEPOSIT);
else
return deposit;
}
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry* auction, CharacterDatabaseTransaction& trans)
{
Item* item = GetAItem(auction->itemGUIDLow);
if (!item)
return;
uint32 bidderAccId = 0;
ObjectGuid bidderGuid = ObjectGuid::Create<HighGuid::Player>(auction->bidder);
Player* bidder = ObjectAccessor::FindConnectedPlayer(bidderGuid);
// data for gm.log
std::string bidderName;
bool logGmTrade = false;
if (bidder)
{
bidderAccId = bidder->GetSession()->GetAccountId();
bidderName = bidder->GetName();
logGmTrade = bidder->GetSession()->HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE);
}
else
{
bidderAccId = sCharacterCache->GetCharacterAccountIdByGuid(bidderGuid);
logGmTrade = AccountMgr::HasPermission(bidderAccId, rbac::RBAC_PERM_LOG_GM_TRADE, realm.Id.Realm);
if (logGmTrade && !sCharacterCache->GetCharacterNameByGuid(bidderGuid, bidderName))
bidderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
}
if (logGmTrade)
{
ObjectGuid ownerGuid = ObjectGuid::Create<HighGuid::Player>(auction->owner);
std::string ownerName;
if (!sCharacterCache->GetCharacterNameByGuid(ownerGuid, ownerName))
ownerName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
uint32 ownerAccId = sCharacterCache->GetCharacterAccountIdByGuid(ownerGuid);
sLog->outCommand(bidderAccId, "GM %s (Account: %u) won item in auction: %s (Entry: %u Count: %u) and pay money: " UI64FMTD ". Original owner %s (Account: %u)",
bidderName.c_str(), bidderAccId, item->GetTemplate()->GetDefaultLocaleName(), item->GetEntry(), item->GetCount(), auction->bid, ownerName.c_str(), ownerAccId);
}
// receiver exist
if ((bidder || bidderAccId) && !sAuctionBotConfig->IsBotChar(auction->bidder))
{
// set owner to bidder (to prevent delete item with sender char deleting)
// owner in `data` will set at mail receive and item extracting
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_OWNER);
stmt->setUInt64(0, auction->bidder);
stmt->setUInt64(1, item->GetGUID().GetCounter());
trans->Append(stmt);
if (bidder)
{
bidder->GetSession()->SendAuctionWonNotification(auction, item);
// FIXME: for offline player need also
bidder->UpdateCriteria(CRITERIA_TYPE_WON_AUCTIONS, 1);
}
MailDraft(auction->BuildAuctionMailSubject(AUCTION_WON), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, 0, 0))
.AddItem(item)
.SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
}
else
{
// bidder doesn't exist, delete the item
sAuctionMgr->RemoveAItem(auction->itemGUIDLow, true);
}
}
void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry* auction, CharacterDatabaseTransaction& trans)
{
ObjectGuid owner_guid = ObjectGuid::Create<HighGuid::Player>(auction->owner);
Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid);
uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid);
// owner exist (online or offline)
if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner))
MailDraft(auction->BuildAuctionMailSubject(AUCTION_SALE_PENDING), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
.SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED);
}
//call this method to send mail to auction owner, when auction is successful, it does not clear ram
void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry* auction, CharacterDatabaseTransaction& trans)
{
ObjectGuid owner_guid = ObjectGuid::Create<HighGuid::Player>(auction->owner);
Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid);
uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid);
Item* item = GetAItem(auction->itemGUIDLow);
// owner exist
if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner))
{
uint64 profit = auction->bid + auction->deposit - auction->GetAuctionCut();
//FIXME: what do if owner offline
if (owner && item)
{
owner->UpdateCriteria(CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS, profit);
owner->UpdateCriteria(CRITERIA_TYPE_HIGHEST_AUCTION_SOLD, auction->bid);
//send auction owner notification, bidder must be current!
owner->GetSession()->SendAuctionClosedNotification(auction, (float)sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY), true, item);
}
MailDraft(auction->BuildAuctionMailSubject(AUCTION_SUCCESSFUL), AuctionEntry::BuildAuctionMailBody(auction->bidder, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
.AddMoney(profit)
.SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY));
}
}
//does not clear ram
void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry* auction, CharacterDatabaseTransaction& trans)
{
//return an item in auction to its owner by mail
Item* item = GetAItem(auction->itemGUIDLow);
if (!item)
return;
ObjectGuid owner_guid = ObjectGuid::Create<HighGuid::Player>(auction->owner);
Player* owner = ObjectAccessor::FindConnectedPlayer(owner_guid);
uint32 owner_accId = sCharacterCache->GetCharacterAccountIdByGuid(owner_guid);
// owner exist
if ((owner || owner_accId) && !sAuctionBotConfig->IsBotChar(auction->owner))
{
if (owner)
owner->GetSession()->SendAuctionClosedNotification(auction, 0.0f, false, item);
MailDraft(auction->BuildAuctionMailSubject(AUCTION_EXPIRED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
.AddItem(item)
.SendMailTo(trans, MailReceiver(owner, auction->owner), auction, MAIL_CHECK_MASK_COPIED, 0);
}
else
{
// owner doesn't exist, delete the item
sAuctionMgr->RemoveAItem(auction->itemGUIDLow, true);
}
}
//this function sends mail to old bidder
void AuctionHouseMgr::SendAuctionOutbiddedMail(AuctionEntry* auction, uint64 /*newPrice*/, Player* /*newBidder*/, CharacterDatabaseTransaction& trans)
{
ObjectGuid oldBidder_guid = ObjectGuid::Create<HighGuid::Player>(auction->bidder);
Player* oldBidder = ObjectAccessor::FindConnectedPlayer(oldBidder_guid);
uint32 oldBidder_accId = 0;
if (!oldBidder)
oldBidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(oldBidder_guid);
Item* item = GetAItem(auction->itemGUIDLow);
// old bidder exist
if ((oldBidder || oldBidder_accId) && !sAuctionBotConfig->IsBotChar(auction->bidder))
{
if (oldBidder && item)
oldBidder->GetSession()->SendAuctionOutBidNotification(auction, item);
MailDraft(auction->BuildAuctionMailSubject(AUCTION_OUTBIDDED), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, auction->GetAuctionCut()))
.AddMoney(auction->bid)
.SendMailTo(trans, MailReceiver(oldBidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
}
}
//this function sends mail, when auction is cancelled to old bidder
void AuctionHouseMgr::SendAuctionCancelledToBidderMail(AuctionEntry* auction, CharacterDatabaseTransaction& trans)
{
ObjectGuid bidder_guid = ObjectGuid::Create<HighGuid::Player>(auction->bidder);
Player* bidder = ObjectAccessor::FindConnectedPlayer(bidder_guid);
uint32 bidder_accId = 0;
if (!bidder)
bidder_accId = sCharacterCache->GetCharacterAccountIdByGuid(bidder_guid);
// bidder exist
if ((bidder || bidder_accId) && !sAuctionBotConfig->IsBotChar(auction->bidder))
MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELLED_TO_BIDDER), AuctionEntry::BuildAuctionMailBody(auction->owner, auction->bid, auction->buyout, auction->deposit, 0))
.AddMoney(auction->bid)
.SendMailTo(trans, MailReceiver(bidder, auction->bidder), auction, MAIL_CHECK_MASK_COPIED);
}
void AuctionHouseMgr::LoadAuctionItems()
{
uint32 oldMSTime = getMSTime();
// need to clear in case we are reloading
if (!mAitems.empty())
{
for (ItemMap::iterator itr = mAitems.begin(); itr != mAitems.end(); ++itr)
delete itr->second;
mAitems.clear();
}
// data needs to be at first place for Item::LoadFromDB
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTION_ITEMS);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 auction items. DB table `auctionhouse` or `item_instance` is empty!");
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
ObjectGuid::LowType itemGuid = fields[0].GetUInt64();
uint32 itemEntry = fields[1].GetUInt32();
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry);
if (!proto)
{
TC_LOG_ERROR("misc", "AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: " UI64FMTD " item entry: #%u) in auction, skipped.", itemGuid, itemEntry);
continue;
}
Item* item = NewItemOrBag(proto);
if (!item->LoadFromDB(itemGuid, ObjectGuid::Empty, fields, itemEntry))
{
delete item;
continue;
}
AddAItem(item);
++count;
}
while (result->NextRow());
TC_LOG_INFO("server.loading", ">> Loaded %u auction items in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
void AuctionHouseMgr::LoadAuctions()
{
uint32 oldMSTime = getMSTime();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_AUCTIONS);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 auctions. DB table `auctionhouse` is empty.");
return;
}
uint32 count = 0;
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
do
{
Field* fields = result->Fetch();
AuctionEntry* aItem = new AuctionEntry();
if (!aItem->LoadFromDB(fields))
{
aItem->DeleteFromDB(trans);
delete aItem;
continue;
}
GetAuctionsMap(aItem->factionTemplateId)->AddAuction(aItem);
++count;
} while (result->NextRow());
CharacterDatabase.CommitTransaction(trans);
TC_LOG_INFO("server.loading", ">> Loaded %u auctions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
void AuctionHouseMgr::AddAItem(Item* it)
{
ASSERT(it);
ASSERT(mAitems.count(it->GetGUID().GetCounter()) == 0);
mAitems[it->GetGUID().GetCounter()] = it;
}
bool AuctionHouseMgr::RemoveAItem(ObjectGuid::LowType id, bool deleteItem)
{
ItemMap::iterator i = mAitems.find(id);
if (i == mAitems.end())
return false;
if (deleteItem)
{
CharacterDatabaseTransaction trans = CharacterDatabaseTransaction(nullptr);
i->second->FSetState(ITEM_REMOVED);
i->second->SaveToDB(trans);
}
mAitems.erase(i);
return true;
}
bool AuctionHouseMgr::PendingAuctionAdd(Player* player, AuctionEntry* aEntry)
{
PlayerAuctions* thisAH;
auto itr = pendingAuctionMap.find(player->GetGUID());
if (itr != pendingAuctionMap.end())
{
thisAH = itr->second.first;
// Get deposit so far
uint64 totalDeposit = 0;
for (AuctionEntry const* thisAuction : *thisAH)
totalDeposit += thisAuction->deposit;
// Add this deposit
totalDeposit += aEntry->deposit;
if (!player->HasEnoughMoney(totalDeposit))
return false;
}
else
{
thisAH = new PlayerAuctions;
pendingAuctionMap[player->GetGUID()] = AuctionPair(thisAH, 0);
}
thisAH->push_back(aEntry);
return true;
}
uint32 AuctionHouseMgr::PendingAuctionCount(const Player* player) const
{
auto const itr = pendingAuctionMap.find(player->GetGUID());
if (itr != pendingAuctionMap.end())
return itr->second.first->size();
return 0;
}
void AuctionHouseMgr::PendingAuctionProcess(Player* player)
{
auto iterMap = pendingAuctionMap.find(player->GetGUID());
if (iterMap == pendingAuctionMap.end())
return;
PlayerAuctions* thisAH = iterMap->second.first;
uint64 totaldeposit = 0;
auto itrAH = thisAH->begin();
for (; itrAH != thisAH->end(); ++itrAH)
{
AuctionEntry* AH = (*itrAH);
if (!player->HasEnoughMoney(totaldeposit + AH->deposit))
break;
totaldeposit += AH->deposit;
}
// expire auctions we cannot afford
if (itrAH != thisAH->end())
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
do
{
AuctionEntry* AH = (*itrAH);
AH->expire_time = GameTime::GetGameTime();
AH->DeleteFromDB(trans);
AH->SaveToDB(trans);
++itrAH;
} while (itrAH != thisAH->end());
CharacterDatabase.CommitTransaction(trans);
}
pendingAuctionMap.erase(player->GetGUID());
delete thisAH;
player->ModifyMoney(-int64(totaldeposit));
}
void AuctionHouseMgr::UpdatePendingAuctions()
{
for (auto itr = pendingAuctionMap.begin(); itr != pendingAuctionMap.end();)
{
ObjectGuid playerGUID = itr->first;
if (Player* player = ObjectAccessor::FindConnectedPlayer(playerGUID))
{
// Check if there were auctions since last update process if not
if (PendingAuctionCount(player) == itr->second.second)
{
++itr;
PendingAuctionProcess(player);
}
else
{
++itr;
pendingAuctionMap[playerGUID].second = PendingAuctionCount(player);
}
}
else
{
// Expire any auctions that we couldn't get a deposit for
TC_LOG_WARN("auctionHouse", "Player %s was offline, unable to retrieve deposit!", playerGUID.ToString().c_str());
PlayerAuctions* thisAH = itr->second.first;
++itr;
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
for (auto AHitr = thisAH->begin(); AHitr != thisAH->end();)
{
AuctionEntry* AH = (*AHitr);
++AHitr;
AH->expire_time = time(nullptr);
AH->DeleteFromDB(trans);
AH->SaveToDB(trans);
}
CharacterDatabase.CommitTransaction(trans);
pendingAuctionMap.erase(playerGUID);
delete thisAH;
}
}
}
void AuctionHouseMgr::Update()
{
mHordeAuctions.Update();
mAllianceAuctions.Update();
mNeutralAuctions.Update();
}
AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId, uint32* houseId)
{
uint32 houseid = 1; // Auction House
if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
{
// FIXME: found way for proper auctionhouse selection by another way
// AuctionHouse.dbc have faction field with _player_ factions associated with auction house races.
// but no easy way convert creature faction to player race faction for specific city
switch (factionTemplateId)
{
case 120: houseid = 7; break; // booty bay, Blackwater Auction House
case 474: houseid = 7; break; // gadgetzan, Blackwater Auction House
case 855: houseid = 7; break; // everlook, Blackwater Auction House
default: // default
{
FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
if (!u_entry)
houseid = 1; // Auction House
else if (u_entry->FactionGroup & FACTION_MASK_ALLIANCE)
houseid = 2; // Alliance Auction House
else if (u_entry->FactionGroup & FACTION_MASK_HORDE)
houseid = 6; // Horde Auction House
else
houseid = 1; // Auction House
break;
}
}
}
if (houseId)
*houseId = houseid;
return sAuctionHouseStore.LookupEntry(houseid);
}
void AuctionHouseObject::AddAuction(AuctionEntry* auction)
{
ASSERT(auction);
AuctionsMap[auction->Id] = auction;
sScriptMgr->OnAuctionAdd(this, auction);
}
bool AuctionHouseObject::RemoveAuction(AuctionEntry* auction)
{
bool wasInMap = AuctionsMap.erase(auction->Id) ? true : false;
sScriptMgr->OnAuctionRemove(this, auction);
// we need to delete the entry, it is not referenced any more
delete auction;
return wasInMap;
}
void AuctionHouseObject::Update()
{
time_t curTime = GameTime::GetGameTime();
///- Handle expired auctions
// If storage is empty, no need to update. next == NULL in this case.
if (AuctionsMap.empty())
return;
// Clear expired throttled players
for (PlayerGetAllThrottleMap::const_iterator itr = GetAllThrottleMap.begin(); itr != GetAllThrottleMap.end();)
{
if (itr->second.NextAllowedReplication <= curTime)
itr = GetAllThrottleMap.erase(itr);
else
++itr;
}
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
for (AuctionEntryMap::iterator it = AuctionsMap.begin(); it != AuctionsMap.end();)
{
// from auctionhousehandler.cpp, creates auction pointer & player pointer
AuctionEntry* auction = it->second;
// Increment iterator due to AuctionEntry deletion
++it;
///- filter auctions expired on next update
if (auction->expire_time > curTime + 60)
continue;
///- Either cancel the auction if there was no bidder
if (auction->bidder == 0 && auction->bid == 0)
{
sAuctionMgr->SendAuctionExpiredMail(auction, trans);
sScriptMgr->OnAuctionExpire(this, auction);
}
///- Or perform the transaction
else
{
//we should send an "item sold" message if the seller is online
//we send the item to the winner
//we send the money to the seller
sAuctionMgr->SendAuctionSuccessfulMail(auction, trans);
sAuctionMgr->SendAuctionWonMail(auction, trans);
sScriptMgr->OnAuctionSuccessful(this, auction);
}
///- In any case clear the auction
auction->DeleteFromDB(trans);
sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
RemoveAuction(auction);
}
// Run DB changes
CharacterDatabase.CommitTransaction(trans);
}
void AuctionHouseObject::BuildListBidderItems(WorldPackets::AuctionHouse::AuctionListBidderItemsResult& packet, Player* player)
{
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
{
AuctionEntry* Aentry = itr->second;
if (Aentry && Aentry->bidder == player->GetGUID().GetCounter())
itr->second->BuildAuctionInfo(packet.Items, false);
}
}
void AuctionHouseObject::BuildListOwnerItems(WorldPackets::AuctionHouse::AuctionListOwnerItemsResult& packet, Player* player)
{
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
{
AuctionEntry* Aentry = itr->second;
if (Aentry && Aentry->owner == player->GetGUID().GetCounter())
Aentry->BuildAuctionInfo(packet.Items, false);
}
}
void AuctionHouseObject::BuildListAuctionItems(WorldPackets::AuctionHouse::AuctionListItemsResult& packet, Player* player,
std::wstring const& searchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, EnumClassFlag<AuctionHouseFilterMask> filters,
Optional<AuctionSearchClassFilters> const& classFilters)
{
time_t curTime = GameTime::GetGameTime();
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
{
AuctionEntry* Aentry = itr->second;
// Skip expired auctions
if (Aentry->expire_time < curTime)
continue;
Item* item = sAuctionMgr->GetAItem(Aentry->itemGUIDLow);
if (!item)
continue;
ItemTemplate const* proto = item->GetTemplate();
if (classFilters)
{
// if we dont want any class filters, Optional is not initialized
// if we dont want this class included, SubclassMask is set to FILTER_SKIP_CLASS
// if we want this class and did not specify and subclasses, its set to FILTER_SKIP_SUBCLASS
// otherwise full restrictions apply
if (classFilters->Classes[proto->GetClass()].SubclassMask == AuctionSearchClassFilters::FILTER_SKIP_CLASS)
continue;
if (classFilters->Classes[proto->GetClass()].SubclassMask != AuctionSearchClassFilters::FILTER_SKIP_SUBCLASS)
{
if (!(classFilters->Classes[proto->GetClass()].SubclassMask & (1 << proto->GetSubClass())))
continue;
if (!(classFilters->Classes[proto->GetClass()].InvTypes[proto->GetSubClass()] & (1 << proto->GetInventoryType())))
continue;
}
}
if (!filters.HasFlag(static_cast<AuctionHouseFilterMask>(1 << (proto->GetQuality() + 4))))
continue;
if (levelmin != 0 && (item->GetRequiredLevel() < levelmin || (levelmax != 0 && item->GetRequiredLevel() > levelmax)))
continue;
if (filters.HasFlag(AuctionHouseFilterMask::UsableOnly) && player->CanUseItem(item) != EQUIP_ERR_OK)
continue;
// Allow search by suffix (ie: of the Monkey) or partial name (ie: Monkey)
// No need to do any of this if no search term was entered
if (!searchedname.empty())
{
std::string name = proto->GetName(player->GetSession()->GetSessionDbcLocale());
if (name.empty())
continue;
// TODO: Generate name using ItemNameDescription
// Perform the search (with or without suffix)
if (!Utf8FitTo(name, searchedname))
continue;
}
// Add the item if no search term or if entered search term was found
if (packet.Items.size() < 50 && packet.TotalCount >= listfrom)
Aentry->BuildAuctionInfo(packet.Items, true, item);
++packet.TotalCount;
}
}
void AuctionHouseObject::BuildReplicate(WorldPackets::AuctionHouse::AuctionReplicateResponse& auctionReplicateResult, Player* player,
uint32 global, uint32 cursor, uint32 tombstone, uint32 count)
{
time_t curTime = GameTime::GetGameTime();
auto throttleItr = GetAllThrottleMap.find(player->GetGUID());
if (throttleItr != GetAllThrottleMap.end())
{
if (throttleItr->second.Global != global || throttleItr->second.Cursor != cursor || throttleItr->second.Tombstone != tombstone)
return;
if (!throttleItr->second.IsReplicationInProgress() && throttleItr->second.NextAllowedReplication > curTime)
return;
}
else
{
throttleItr = GetAllThrottleMap.insert({ player->GetGUID(), PlayerGetAllThrottleData{} }).first;
throttleItr->second.NextAllowedReplication = curTime + sWorld->getIntConfig(CONFIG_AUCTION_GETALL_DELAY);
throttleItr->second.Global = uint32(curTime);
}
if (AuctionsMap.empty() || !count)
return;
auto itr = AuctionsMap.upper_bound(cursor);
for (; itr != AuctionsMap.end(); ++itr)
{
AuctionEntry* auction = itr->second;
if (auction->expire_time < curTime)
continue;
Item* item = sAuctionMgr->GetAItem(auction->itemGUIDLow);
if (!item)
continue;
auction->BuildAuctionInfo(auctionReplicateResult.Items, true, item);
if (!--count)
break;
}
auctionReplicateResult.ChangeNumberGlobal = throttleItr->second.Global;
auctionReplicateResult.ChangeNumberCursor = throttleItr->second.Cursor = !auctionReplicateResult.Items.empty() ? auctionReplicateResult.Items.back().AuctionID : 0;
auctionReplicateResult.ChangeNumberTombstone = throttleItr->second.Tombstone = !count ? AuctionsMap.rbegin()->first : 0;
}
//this function inserts to WorldPacket auction's data
void AuctionEntry::BuildAuctionInfo(std::vector<WorldPackets::AuctionHouse::AuctionItem>& items, bool listAuctionItems, Item* sourceItem /*= nullptr*/) const
{
Item* item = (sourceItem) ? sourceItem : sAuctionMgr->GetAItem(itemGUIDLow);
if (!item)
{
TC_LOG_ERROR("misc", "AuctionEntry::BuildAuctionInfo: Auction %u has a non-existent item: " UI64FMTD, Id, itemGUIDLow);
return;
}
WorldPackets::AuctionHouse::AuctionItem auctionItem;
auctionItem.AuctionID = Id;
auctionItem.Item.emplace();
auctionItem.Item->Initialize(item);
auctionItem.BuyoutPrice = buyout;
auctionItem.CensorBidInfo = false;
auctionItem.CensorServerSideInfo = listAuctionItems;
auctionItem.Charges = item->GetSpellCharges();
auctionItem.Count = item->GetCount();
auctionItem.DeleteReason = 0; // Always 0 ?
auctionItem.DurationLeft = (expire_time - time(nullptr)) * IN_MILLISECONDS;
auctionItem.EndTime = expire_time;
auctionItem.Flags = 0; // todo
auctionItem.ItemGuid = item->GetGUID();
auctionItem.MinBid = startbid;
auctionItem.Owner = ObjectGuid::Create<HighGuid::Player>(owner);
auctionItem.OwnerAccountID = ObjectGuid::Create<HighGuid::WowAccount>(sCharacterCache->GetCharacterAccountIdByGuid(auctionItem.Owner));
auctionItem.MinIncrement = bidder ? GetAuctionOutBid() : 0;
auctionItem.Bidder = bidder ? ObjectGuid::Create<HighGuid::Player>(bidder) : ObjectGuid::Empty;
auctionItem.BidAmount = bidder ? bid : 0;
for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++)
{
if (!item->GetEnchantmentId((EnchantmentSlot) i))
continue;
auctionItem.Enchantments.emplace_back(item->GetEnchantmentId((EnchantmentSlot) i), item->GetEnchantmentDuration((EnchantmentSlot) i), item->GetEnchantmentCharges((EnchantmentSlot) i), i);
}
uint8 i = 0;
for (UF::SocketedGem const& gemData : item->m_itemData->Gems)
{
if (gemData.ItemID)
{
WorldPackets::Item::ItemGemData gem;
gem.Slot = i;
gem.Item.Initialize(&gemData);
auctionItem.Gems.push_back(gem);
}
++i;
}
items.emplace_back(auctionItem);
}
uint64 AuctionEntry::GetAuctionCut() const
{
int64 cut = int64(CalculatePct(bid, auctionHouseEntry->ConsignmentRate) * sWorld->getRate(RATE_AUCTION_CUT));
return std::max(cut, int64(0));
}
/// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c
uint64 AuctionEntry::GetAuctionOutBid() const
{
uint64 outbid = CalculatePct(bid, 5);
return outbid ? outbid : 1;
}
void AuctionEntry::DeleteFromDB(CharacterDatabaseTransaction& trans) const
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_AUCTION);
stmt->setUInt32(0, Id);
trans->Append(stmt);
}
void AuctionEntry::SaveToDB(CharacterDatabaseTransaction& trans) const
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AUCTION);
stmt->setUInt32(0, Id);
stmt->setUInt64(1, auctioneer);
stmt->setUInt64(2, itemGUIDLow);
stmt->setUInt64(3, owner);
stmt->setUInt64(4, buyout);
stmt->setUInt32(5, uint32(expire_time));
stmt->setUInt64(6, bidder);
stmt->setUInt64(7, bid);
stmt->setUInt64(8, startbid);
stmt->setUInt64(9, deposit);
trans->Append(stmt);
}
bool AuctionEntry::LoadFromDB(Field* fields)
{
Id = fields[0].GetUInt32();
auctioneer = fields[1].GetUInt64();
itemGUIDLow = fields[2].GetUInt64();
itemEntry = fields[3].GetUInt32();
itemCount = fields[4].GetUInt32();
owner = fields[5].GetUInt64();
buyout = fields[6].GetUInt64();
expire_time = fields[7].GetUInt32();
bidder = fields[8].GetUInt64();
bid = fields[9].GetUInt64();
startbid = fields[10].GetUInt64();
deposit = fields[11].GetUInt64();
CreatureData const* auctioneerData = sObjectMgr->GetCreatureData(auctioneer);
if (!auctioneerData)
{
TC_LOG_ERROR("misc", "Auction %u has not a existing auctioneer (GUID : " UI64FMTD ")", Id, auctioneer);
return false;
}
CreatureTemplate const* auctioneerInfo = sObjectMgr->GetCreatureTemplate(auctioneerData->id);
if (!auctioneerInfo)
{
TC_LOG_ERROR("misc", "Auction %u has not a existing auctioneer (GUID : " UI64FMTD " Entry: %u)", Id, auctioneer, auctioneerData->id);
return false;
}
factionTemplateId = auctioneerInfo->faction;
auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(factionTemplateId, &houseId);
if (!auctionHouseEntry)
{
TC_LOG_ERROR("misc", "Auction %u has auctioneer (GUID : " UI64FMTD " Entry: %u) with wrong faction %u", Id, auctioneer, auctioneerData->id, factionTemplateId);
return false;
}
// check if sold item exists for guid
// and itemEntry in fact (GetAItem will fail if problematic in result check in AuctionHouseMgr::LoadAuctionItems)
if (!sAuctionMgr->GetAItem(itemGUIDLow))
{
TC_LOG_ERROR("misc", "Auction %u has not a existing item : " UI64FMTD, Id, itemGUIDLow);
return false;
}
return true;
}
std::string AuctionEntry::BuildAuctionMailSubject(MailAuctionAnswers response) const
{
std::ostringstream strm;
strm << itemEntry << ":0:" << response << ':' << Id << ':' << itemCount;
return strm.str();
}
std::string AuctionEntry::BuildAuctionMailBody(uint64 lowGuid, uint64 bid, uint64 buyout, uint64 deposit, uint64 cut)
{
std::ostringstream strm;
strm.width(16);
strm << std::right << std::hex << ObjectGuid::Create<HighGuid::Player>(lowGuid).ToString(); // HIGHGUID_PLAYER always present, even for empty guids
strm << std::dec << ':' << bid << ':' << buyout;
strm << ':' << deposit << ':' << cut;
return strm.str();
}
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