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-rw-r--r--src/server/game/Handlers/AuctionHouseHandler.cpp750
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diff --git a/src/server/game/Handlers/AuctionHouseHandler.cpp b/src/server/game/Handlers/AuctionHouseHandler.cpp
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+++ b/src/server/game/Handlers/AuctionHouseHandler.cpp
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+/*
+ * Copyright (C)
+ * Copyright (C)
+ *
+ * This program is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License as published by the
+ * Free Software Foundation; either version 2 of the License, or (at your
+ * option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
+ * more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include "ObjectMgr.h"
+#include "Player.h"
+#include "World.h"
+#include "WorldPacket.h"
+#include "WorldSession.h"
+
+#include "AuctionHouseMgr.h"
+#include "Log.h"
+#include "Language.h"
+#include "Opcodes.h"
+#include "UpdateMask.h"
+#include "Util.h"
+#include "AccountMgr.h"
+#include "Chat.h"
+#include "AsyncAuctionListing.h"
+
+//void called when player click on auctioneer npc
+void WorldSession::HandleAuctionHelloOpcode(WorldPacket & recvData)
+{
+ uint64 guid; //NPC guid
+ recvData >> guid;
+
+ Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
+ if (!unit)
+ {
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionHelloOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
+ return;
+ }
+
+ // remove fake death
+ if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
+ GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
+
+ SendAuctionHello(guid, unit);
+}
+
+//this void causes that auction window is opened
+void WorldSession::SendAuctionHello(uint64 guid, Creature* unit)
+{
+ if (GetPlayer()->getLevel() < sWorld->getIntConfig(CONFIG_AUCTION_LEVEL_REQ))
+ {
+ SendNotification(GetTrinityString(LANG_AUCTION_REQ), sWorld->getIntConfig(CONFIG_AUCTION_LEVEL_REQ));
+ return;
+ }
+
+ AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit->getFaction());
+ if (!ahEntry)
+ return;
+
+ WorldPacket data(MSG_AUCTION_HELLO, 12);
+ data << uint64(guid);
+ data << uint32(ahEntry->houseId);
+ data << uint8(1); // 3.3.3: 1 - AH enabled, 0 - AH disabled
+ SendPacket(&data);
+}
+
+//call this method when player bids, creates, or deletes auction
+void WorldSession::SendAuctionCommandResult(uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError)
+{
+ WorldPacket data(SMSG_AUCTION_COMMAND_RESULT, 16);
+ data << auctionId;
+ data << Action;
+ data << ErrorCode;
+ if (!ErrorCode && Action)
+ data << bidError; //when bid, then send 0, once...
+ SendPacket(&data);
+}
+
+//this function sends notification, if bidder is online
+void WorldSession::SendAuctionBidderNotification(uint32 location, uint32 auctionId, uint64 bidder, uint32 bidSum, uint32 diff, uint32 item_template)
+{
+ WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8*4));
+ data << uint32(location);
+ data << uint32(auctionId);
+ data << uint64(bidder);
+ data << uint32(bidSum);
+ data << uint32(diff);
+ data << uint32(item_template);
+ data << uint32(0);
+ SendPacket(&data);
+}
+
+//this void causes on client to display: "Your auction sold"
+void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction)
+{
+ WorldPacket data(SMSG_AUCTION_OWNER_NOTIFICATION, (8*4));
+ data << uint32(auction->Id);
+ data << uint32(auction->bid);
+ data << uint32(0); //unk
+ data << uint64(0); //unk (bidder guid?)
+ data << uint32(auction->item_template);
+ data << uint32(0); //unk
+ data << float(0); //unk (time?)
+ SendPacket(&data);
+}
+
+//this void creates new auction and adds auction to some auctionhouse
+void WorldSession::HandleAuctionSellItem(WorldPacket & recvData)
+{
+ uint64 auctioneer;
+ uint32 itemsCount, etime, bid, buyout;
+ recvData >> auctioneer;
+ recvData >> itemsCount;
+
+ uint64 itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
+ memset(itemGUIDs, 0, sizeof(itemGUIDs));
+ uint32 count[MAX_AUCTION_ITEMS];
+ memset(count, 0, sizeof(count));
+
+ if (itemsCount > MAX_AUCTION_ITEMS)
+ {
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
+ recvData.rfinish();
+ return;
+ }
+
+ for (uint32 i = 0; i < itemsCount; ++i)
+ {
+ recvData >> itemGUIDs[i];
+ recvData >> count[i];
+
+ if (!itemGUIDs[i] || !count[i] || count[i] > 1000)
+ {
+ recvData.rfinish();
+ return;
+ }
+ }
+
+ recvData >> bid;
+ recvData >> buyout;
+ recvData >> etime;
+
+ if (!bid || !etime)
+ return;
+
+ if (bid > MAX_MONEY_AMOUNT || buyout > MAX_MONEY_AMOUNT)
+ {
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Player %s (GUID %u) attempted to sell item with higher price than max gold amount.", _player->GetName().c_str(), _player->GetGUIDLow());
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
+ return;
+ }
+
+ Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
+ if (!creature)
+ {
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) not found or you can't interact with him.", GUID_LOPART(auctioneer));
+ return;
+ }
+
+ AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
+ if (!auctionHouseEntry)
+ {
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionSellItem - Unit (GUID: %u) has wrong faction.", GUID_LOPART(auctioneer));
+ return;
+ }
+
+ etime *= MINUTE;
+
+ switch (etime)
+ {
+ case 1*MIN_AUCTION_TIME:
+ case 2*MIN_AUCTION_TIME:
+ case 4*MIN_AUCTION_TIME:
+ break;
+ default:
+ return;
+ }
+
+ if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
+ GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
+
+ Item* items[MAX_AUCTION_ITEMS];
+
+ uint32 finalCount = 0;
+ uint32 itemEntry = 0;
+
+ for (uint32 i = 0; i < itemsCount; ++i)
+ {
+ Item* item = _player->GetItemByGuid(itemGUIDs[i]);
+
+ if (!item)
+ {
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_ITEM_NOT_FOUND);
+ return;
+ }
+
+ if (itemEntry == 0)
+ itemEntry = item->GetTemplate()->ItemId;
+
+ if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
+ item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
+ item->GetCount() < count[i] || itemEntry != item->GetTemplate()->ItemId)
+ {
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
+ return;
+ }
+
+ items[i] = item;
+ finalCount += count[i];
+ }
+
+ if (!finalCount)
+ {
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
+ return;
+ }
+
+ // check if there are 2 identical guids, in this case user is most likely cheating
+ for (uint32 i = 0; i < itemsCount - 1; ++i)
+ {
+ for (uint32 j = i + 1; j < itemsCount; ++j)
+ {
+ if (itemGUIDs[i] == itemGUIDs[j])
+ {
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
+ return;
+ }
+ }
+ }
+
+ for (uint32 i = 0; i < itemsCount; ++i)
+ {
+ Item* item = items[i];
+
+ if (item->GetMaxStackCount() < finalCount)
+ {
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
+ return;
+ }
+ }
+
+ for (uint32 i = 0; i < itemsCount; ++i)
+ {
+ Item* item = items[i];
+
+ uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
+ AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
+
+ uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
+ if (!_player->HasEnoughMoney(deposit))
+ {
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_NOT_ENOUGHT_MONEY);
+ return;
+ }
+
+ _player->ModifyMoney(-int32(deposit));
+
+ AuctionEntry* AH = new AuctionEntry;
+ AH->Id = sObjectMgr->GenerateAuctionID();
+ AH->auctioneer = GUID_LOPART(auctioneer);
+
+ // Required stack size of auction matches to current item stack size, just move item to auctionhouse
+ if (itemsCount == 1 && item->GetCount() == count[i])
+ {
+ AH->item_guidlow = item->GetGUIDLow();
+ AH->item_template = item->GetEntry();
+ AH->itemCount = item->GetCount();
+ AH->owner = _player->GetGUIDLow();
+ AH->startbid = bid;
+ AH->bidder = 0;
+ AH->bid = 0;
+ AH->buyout = buyout;
+ AH->expire_time = time(NULL) + auctionTime;
+ AH->deposit = deposit;
+ AH->auctionHouseEntry = auctionHouseEntry;
+
+ ;//sLog->outDetail("CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(), AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
+ sAuctionMgr->AddAItem(item);
+ auctionHouse->AddAuction(AH);
+
+ _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);
+
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ item->DeleteFromInventoryDB(trans);
+ item->SaveToDB(trans);
+ AH->SaveToDB(trans);
+ _player->SaveInventoryAndGoldToDB(trans);
+ CharacterDatabase.CommitTransaction(trans);
+
+ SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);
+
+ GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
+ return;
+ }
+ else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
+ {
+ Item* newItem = item->CloneItem(finalCount, _player);
+ if (!newItem)
+ {
+ sLog->outError("CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
+ SendAuctionCommandResult(0, AUCTION_SELL_ITEM, ERR_AUCTION_DATABASE_ERROR);
+ return;
+ }
+
+ AH->item_guidlow = newItem->GetGUIDLow();
+ AH->item_template = newItem->GetEntry();
+ AH->itemCount = newItem->GetCount();
+ AH->owner = _player->GetGUIDLow();
+ AH->startbid = bid;
+ AH->bidder = 0;
+ AH->bid = 0;
+ AH->buyout = buyout;
+ AH->expire_time = time(NULL) + auctionTime;
+ AH->deposit = deposit;
+ AH->auctionHouseEntry = auctionHouseEntry;
+
+ ;//sLog->outDetail("CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName().c_str(), _player->GetGUIDLow(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUIDLow(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
+ sAuctionMgr->AddAItem(newItem);
+ auctionHouse->AddAuction(AH);
+
+ for (uint32 j = 0; j < itemsCount; ++j)
+ {
+ Item* item2 = items[j];
+
+ // Item stack count equals required count, ready to delete item - cloned item will be used for auction
+ if (item2->GetCount() == count[j])
+ {
+ _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);
+
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ item2->DeleteFromInventoryDB(trans);
+ item2->DeleteFromDB(trans);
+ CharacterDatabase.CommitTransaction(trans);
+ delete item2;
+ }
+ else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
+ {
+ item2->SetCount(item2->GetCount() - count[j]);
+ item2->SetState(ITEM_CHANGED, _player);
+ _player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
+ item2->SendUpdateToPlayer(_player);
+
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ item2->SaveToDB(trans);
+ CharacterDatabase.CommitTransaction(trans);
+ }
+ }
+
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ newItem->SaveToDB(trans);
+ AH->SaveToDB(trans);
+ _player->SaveInventoryAndGoldToDB(trans);
+ CharacterDatabase.CommitTransaction(trans);
+
+ SendAuctionCommandResult(AH->Id, AUCTION_SELL_ITEM, ERR_AUCTION_OK);
+
+ GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
+ return;
+ }
+ }
+}
+
+//this function is called when client bids or buys out auction
+void WorldSession::HandleAuctionPlaceBid(WorldPacket & recvData)
+{
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_PLACE_BID");
+
+ uint64 auctioneer;
+ uint32 auctionId;
+ uint32 price;
+ recvData >> auctioneer;
+ recvData >> auctionId >> price;
+
+ if (!auctionId || !price)
+ return; //check for cheaters
+
+ Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
+ if (!creature)
+ {
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionPlaceBid - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
+ return;
+ }
+
+ // remove fake death
+ if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
+ GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
+
+ AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
+
+ AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
+ Player* player = GetPlayer();
+
+ if (!auction || auction->owner == player->GetGUIDLow())
+ {
+ //you cannot bid your own auction:
+ SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
+ return;
+ }
+
+ // impossible have online own another character (use this for speedup check in case online owner)
+ Player* auction_owner = ObjectAccessor::FindPlayerInOrOutOfWorld(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER));
+ if (!auction_owner && sObjectMgr->GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == GetAccountId())
+ {
+ //you cannot bid your another character auction:
+ SendAuctionCommandResult(0, AUCTION_PLACE_BID, ERR_AUCTION_BID_OWN);
+ return;
+ }
+
+ // cheating
+ if (price <= auction->bid || price < auction->startbid)
+ return;
+
+ // price too low for next bid if not buyout
+ if ((price < auction->buyout || auction->buyout == 0) &&
+ price < auction->bid + auction->GetAuctionOutBid())
+ {
+ //auction has already higher bid, client tests it!
+ return;
+ }
+
+ if (!player->HasEnoughMoney(price))
+ {
+ //you don't have enought money!, client tests!
+ //SendAuctionCommandResult(auction->auctionId, AUCTION_PLACE_BID, ???);
+ return;
+ }
+
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+
+ if (price < auction->buyout || auction->buyout == 0)
+ {
+ if (auction->bidder > 0)
+ {
+ if (auction->bidder == player->GetGUIDLow())
+ player->ModifyMoney(-int32(price - auction->bid));
+ else
+ {
+ // mail to last bidder and return money
+ sAuctionMgr->SendAuctionOutbiddedMail(auction, price, GetPlayer(), trans);
+ player->ModifyMoney(-int32(price));
+ }
+ }
+ else
+ player->ModifyMoney(-int32(price));
+
+ auction->bidder = player->GetGUIDLow();
+ auction->bid = price;
+ GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
+
+ PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_AUCTION_BID);
+ stmt->setUInt32(0, auction->bidder);
+ stmt->setUInt32(1, auction->bid);
+ stmt->setUInt32(2, auction->Id);
+ trans->Append(stmt);
+
+ SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, ERR_AUCTION_OK, 0);
+ }
+ else
+ {
+ //buyout:
+ if (player->GetGUIDLow() == auction->bidder)
+ player->ModifyMoney(-int32(auction->buyout - auction->bid));
+ else
+ {
+ player->ModifyMoney(-int32(auction->buyout));
+ if (auction->bidder) //buyout for bidded auction ..
+ sAuctionMgr->SendAuctionOutbiddedMail(auction, auction->buyout, GetPlayer(), trans);
+ }
+ auction->bidder = player->GetGUIDLow();
+ auction->bid = auction->buyout;
+ GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
+
+ //- Mails must be under transaction control too to prevent data loss
+ sAuctionMgr->SendAuctionSalePendingMail(auction, trans);
+ sAuctionMgr->SendAuctionSuccessfulMail(auction, trans);
+ sAuctionMgr->SendAuctionWonMail(auction, trans);
+
+ SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, ERR_AUCTION_OK);
+
+ auction->DeleteFromDB(trans);
+
+ sAuctionMgr->RemoveAItem(auction->item_guidlow);
+ auctionHouse->RemoveAuction(auction);
+ }
+ player->SaveInventoryAndGoldToDB(trans);
+ CharacterDatabase.CommitTransaction(trans);
+}
+
+//this void is called when auction_owner cancels his auction
+void WorldSession::HandleAuctionRemoveItem(WorldPacket & recvData)
+{
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_REMOVE_ITEM");
+
+ uint64 auctioneer;
+ uint32 auctionId;
+ recvData >> auctioneer;
+ recvData >> auctionId;
+ //sLog->outDebug("Cancel AUCTION AuctionID: %u", auctionId);
+
+ Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
+ if (!creature)
+ {
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionRemoveItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
+ return;
+ }
+
+ // remove fake death
+ if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
+ GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
+
+ AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
+
+ AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
+ Player* player = GetPlayer();
+
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ if (auction && auction->owner == player->GetGUIDLow())
+ {
+ Item* pItem = sAuctionMgr->GetAItem(auction->item_guidlow);
+ if (pItem)
+ {
+ if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
+ {
+ uint32 auctionCut = auction->GetAuctionCut();
+ if (!player->HasEnoughMoney(auctionCut)) //player doesn't have enough money, maybe message needed
+ return;
+ //some auctionBidderNotification would be needed, but don't know that parts..
+ sAuctionMgr->SendAuctionCancelledToBidderMail(auction, trans);
+ player->ModifyMoney(-int32(auctionCut));
+ }
+
+ // item will deleted or added to received mail list
+ MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
+ .AddItem(pItem)
+ .SendMailTo(trans, player, auction, MAIL_CHECK_MASK_COPIED);
+ }
+ else
+ {
+ sLog->outError("Auction id: %u has non-existed item (item guid : %u)!!!", auction->Id, auction->item_guidlow);
+ SendAuctionCommandResult(0, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
+ return;
+ }
+ }
+ else
+ {
+ SendAuctionCommandResult(0, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
+ //this code isn't possible ... maybe there should be assert
+ sLog->outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", player->GetGUIDLow(), auctionId);
+ return;
+ }
+
+ //inform player, that auction is removed
+ SendAuctionCommandResult(auction->Id, AUCTION_CANCEL, ERR_AUCTION_OK);
+
+ // Now remove the auction
+
+ player->SaveInventoryAndGoldToDB(trans);
+ auction->DeleteFromDB(trans);
+ CharacterDatabase.CommitTransaction(trans);
+
+ uint32 item_template = auction->item_template;
+ sAuctionMgr->RemoveAItem(auction->item_guidlow);
+ auctionHouse->RemoveAuction(auction);
+}
+
+//called when player lists his bids
+void WorldSession::HandleAuctionListBidderItems(WorldPacket & recvData)
+{
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_BIDDER_ITEMS");
+
+ uint64 guid; //NPC guid
+ uint32 listfrom; //page of auctions
+ uint32 outbiddedCount; //count of outbidded auctions
+
+ recvData >> guid;
+ recvData >> listfrom; // not used in fact (this list not have page control in client)
+ recvData >> outbiddedCount;
+ if (recvData.size() != (16 + outbiddedCount * 4))
+ {
+ sLog->outError("Client sent bad opcode!!! with count: %u and size : %lu (must be: %u)", outbiddedCount, (unsigned long)recvData.size(), (16 + outbiddedCount * 4));
+ outbiddedCount = 0;
+ }
+
+ Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
+ if (!creature)
+ {
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionListBidderItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
+ recvData.rfinish();
+ return;
+ }
+
+ // remove fake death
+ if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
+ GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
+
+ AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
+
+ WorldPacket data(SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4)+30000); // pussywizard: ensure there is enough memory
+ Player* player = GetPlayer();
+ data << (uint32) 0; //add 0 as count
+ uint32 count = 0;
+ uint32 totalcount = 0;
+ while (outbiddedCount > 0) //add all data, which client requires
+ {
+ --outbiddedCount;
+ uint32 outbiddedAuctionId;
+ recvData >> outbiddedAuctionId;
+ AuctionEntry* auction = auctionHouse->GetAuction(outbiddedAuctionId);
+ if (auction && auction->BuildAuctionInfo(data))
+ {
+ ++totalcount;
+ ++count;
+ }
+ }
+
+ auctionHouse->BuildListBidderItems(data, player, count, totalcount);
+ data.put<uint32>(0, count); // add count to placeholder
+ data << totalcount;
+ data << (uint32)300; //unk 2.3.0
+ SendPacket(&data);
+}
+
+//this void sends player info about his auctions
+void WorldSession::HandleAuctionListOwnerItems(WorldPacket & recvData)
+{
+ // pussywizard:
+ const uint32 delay = 4500;
+ const uint32 now = World::GetGameTimeMS();
+ if (_lastAuctionListOwnerItemsMSTime > now) // list is pending
+ return;
+ uint32 diff = getMSTimeDiff(_lastAuctionListOwnerItemsMSTime, now);
+ if (diff > delay)
+ diff = delay;
+
+ _lastAuctionListOwnerItemsMSTime = now + delay; // set longest possible here, actual exectuing will change this to getMSTime of that moment
+ _player->m_Events.AddEvent(new AuctionListOwnerItemsDelayEvent(recvData, _player->GetGUID(), true), _player->m_Events.CalculateTime(delay-diff));
+}
+
+void WorldSession::HandleAuctionListOwnerItemsEvent(WorldPacket & recvData)
+{
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");
+
+ _lastAuctionListOwnerItemsMSTime = World::GetGameTimeMS(); // pussywizard
+
+ uint32 listfrom;
+ uint64 guid;
+
+ recvData >> guid;
+ recvData >> listfrom; // not used in fact (this list not have page control in client)
+
+ Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
+ if (!creature)
+ {
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionListOwnerItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
+ return;
+ }
+
+ // remove fake death
+ if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
+ GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
+
+ AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());
+
+ WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4)+60000); // pussywizard: ensure there is enough memory
+ data << (uint32) 0; // amount place holder
+
+ uint32 count = 0;
+ uint32 totalcount = 0;
+
+ auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
+ data.put<uint32>(0, count);
+ data << (uint32) totalcount;
+ data << (uint32) 0;
+ SendPacket(&data);
+}
+
+//this void is called when player clicks on search button
+void WorldSession::HandleAuctionListItems(WorldPacket & recvData)
+{
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_ITEMS");
+
+ std::string searchedname;
+ uint8 levelmin, levelmax, usable;
+ uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality;
+ uint64 guid;
+
+ recvData >> guid;
+ recvData >> listfrom; // start, used for page control listing by 50 elements
+ recvData >> searchedname;
+
+ recvData >> levelmin >> levelmax;
+ recvData >> auctionSlotID >> auctionMainCategory >> auctionSubCategory;
+ recvData >> quality >> usable;
+
+ //recvData.read_skip<uint8>(); // pussywizard: this is the getAll option
+ uint8 getAll;
+ recvData >> getAll;
+
+ // this block looks like it uses some lame byte packing or similar...
+ uint8 unkCnt;
+ recvData >> unkCnt;
+ for (uint8 i = 0; i < unkCnt; i++)
+ {
+ recvData.read_skip<uint8>();
+ recvData.read_skip<uint8>();
+ }
+
+ // remove fake death
+ if (_player->HasUnitState(UNIT_STATE_DIED))
+ _player->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
+
+ // pussywizard:
+ const uint32 delay = 2000;
+ const uint32 now = World::GetGameTimeMS();
+ uint32 diff = getMSTimeDiff(_lastAuctionListItemsMSTime, now);
+ if (diff > delay)
+ diff = delay;
+ _lastAuctionListItemsMSTime = now + delay - diff;
+ TRINITY_GUARD(ACE_Thread_Mutex, AsyncAuctionListingMgr::GetTempLock());
+ AsyncAuctionListingMgr::GetTempList().push_back( AuctionListItemsDelayEvent(delay-diff, _player->GetGUID(), guid, searchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, getAll) );
+}
+
+void WorldSession::HandleAuctionListPendingSales(WorldPacket & recvData)
+{
+ ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_PENDING_SALES");
+
+ recvData.read_skip<uint64>();
+
+ uint32 count = 0;
+
+ WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4);
+ data << uint32(count); // count
+ /*for (uint32 i = 0; i < count; ++i)
+ {
+ data << ""; // string
+ data << ""; // string
+ data << uint32(0);
+ data << uint32(0);
+ data << float(0);
+ }*/
+ SendPacket(&data);
+}