More auction related code refactoring,

This commit is contained in:
VladimirMangos 2009-02-11 08:35:10 +03:00
parent 7c3ab4b453
commit 4fd34bf101
5 changed files with 233 additions and 201 deletions

View file

@ -78,41 +78,6 @@ void WorldSession::SendAuctionHello( uint64 guid, Creature* unit )
SendPacket( &data );
}
//this function inserts to WorldPacket auction's data
bool WorldSession::SendAuctionInfo(WorldPacket & data, AuctionEntry* auction)
{
Item *pItem = auctionmgr.GetAItem(auction->item_guidlow);
if (!pItem)
{
sLog.outError("auction to item, that doesn't exist !!!!");
return false;
}
data << (uint32) auction->Id;
data << (uint32) pItem->GetEntry();
for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++)
{
data << (uint32) pItem->GetEnchantmentId(EnchantmentSlot(i));
data << (uint32) pItem->GetEnchantmentDuration(EnchantmentSlot(i));
data << (uint32) pItem->GetEnchantmentCharges(EnchantmentSlot(i));
}
data << (uint32) pItem->GetItemRandomPropertyId(); //random item property id
data << (uint32) pItem->GetItemSuffixFactor(); //SuffixFactor
data << (uint32) pItem->GetCount(); //item->count
data << (uint32) pItem->GetSpellCharges(); //item->charge FFFFFFF
data << (uint32) 0; //Unknown
data << (uint64) auction->owner; //Auction->owner
data << (uint32) auction->startbid; //Auction->startbid (not sure if useful)
data << (uint32) ((auction->bid)? auctionmgr.GetAuctionOutBid(auction->bid) : 0);
//minimal outbid
data << (uint32) auction->buyout; //auction->buyout
data << (uint32) (auction->time - time(NULL)) * 1000; //time left
data << (uint64) auction->bidder; //auction->bidder current
data << (uint32) auction->bid; //current bid
return true;
}
//call this method when player bids, creates, or deletes auction
void WorldSession::SendAuctionCommandResult(uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError )
{
@ -170,7 +135,7 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPri
msgAuctionOutbiddedSubject << auction->item_template << ":0:" << AUCTION_OUTBIDDED;
if (oldBidder)
oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, _player->GetGUID(), newPrice, auctionmgr.GetAuctionOutBid(auction->bid), auction->item_template);
oldBidder->GetSession()->SendAuctionBidderNotification( auction->location, auction->Id, _player->GetGUID(), newPrice, auction->GetAuctionOutBid(), auction->item_template);
WorldSession::SendMailTo(oldBidder, MAIL_AUCTION, MAIL_STATIONERY_AUCTION, auction->location, auction->bidder, msgAuctionOutbiddedSubject.str(), 0, NULL, auction->bid, 0, MAIL_CHECK_MASK_NONE);
}
@ -294,7 +259,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
AH->bidder = 0;
AH->bid = 0;
AH->buyout = buyout;
AH->time = time(NULL) + auction_time;
AH->expire_time = time(NULL) + auction_time;
AH->deposit = deposit;
AH->location = location;
@ -309,7 +274,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
it->SaveToDB(); // recursive and not have transaction guard into self, not in inventiory and can be save standalone
CharacterDatabase.PExecute("INSERT INTO auctionhouse (id,auctioneerguid,itemguid,item_template,itemowner,buyoutprice,time,buyguid,lastbid,startbid,deposit,location) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u')",
AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location);
AH->Id, AH->auctioneer, AH->item_guidlow, AH->item_template, AH->owner, AH->buyout, (uint64)AH->expire_time, AH->bidder, AH->bid, AH->startbid, AH->deposit, AH->location);
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
@ -371,7 +336,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
// price too low for next bid if not buyout
if ((price < auction->buyout || auction->buyout == 0) &&
price < auction->bid + auctionmgr.GetAuctionOutBid(auction->bid))
price < auction->bid + auction->GetAuctionOutBid())
{
//auction has already higher bid, client tests it!
return;
@ -483,7 +448,7 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
{
if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
{
uint32 auctionCut = auctionmgr.GetAuctionCut( auction->location, auction->bid);
uint32 auctionCut = auction->GetAuctionCut();
if ( pl->GetMoney() < auctionCut ) //player doesn't have enough money, maybe message needed
return;
//some auctionBidderNotification would be needed, but don't know that parts..
@ -557,7 +522,7 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
AuctionHouseObject* mAuctions = auctionmgr.GetAuctionsMap( location );
AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( location );
WorldPacket data( SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4) );
Player *pl = GetPlayer();
@ -569,23 +534,15 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
--outbiddedCount;
uint32 outbiddedAuctionId;
recv_data >> outbiddedAuctionId;
AuctionEntry * auction = mAuctions->GetAuction( outbiddedAuctionId );
if ( auction && SendAuctionInfo(data, auction))
AuctionEntry * auction = auctionHouse->GetAuction( outbiddedAuctionId );
if ( auction && auction->BuildAuctionInfo(data))
{
++totalcount;
++count;
}
}
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
if( Aentry && Aentry->bidder == pl->GetGUIDLow() )
{
if (SendAuctionInfo(data, itr->second))
++count;
++totalcount;
}
}
auctionHouse->BuildListBidderItems(data,pl,count,totalcount);
data.put<uint32>( 0, count ); // add count to placeholder
data << totalcount;
data << (uint32)300; //unk 2.3.0
@ -616,23 +573,15 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
AuctionHouseObject* mAuctions = auctionmgr.GetAuctionsMap( location );
AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( location );
WorldPacket data( SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4) );
data << (uint32) 0; // amount place holder
uint32 count = 0;
uint32 totalcount = 0;
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
if( Aentry && Aentry->owner == _player->GetGUIDLow() )
{
if(SendAuctionInfo(data, itr->second))
++count;
++totalcount;
}
}
auctionHouse->BuildListOwnerItems(data,_player,count,totalcount);
data.put<uint32>(0, count);
data << (uint32) totalcount;
data << (uint32) 0;
@ -672,7 +621,7 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionLocation location = AuctioneerFactionToLocation(pCreature->getFaction());
AuctionHouseObject * mAuctions = auctionmgr.GetAuctionsMap( location );
AuctionHouseObject * auctionHouse = auctionmgr.GetAuctionsMap( location );
//sLog.outDebug("Auctionhouse search guid: " I64FMTD ", list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u", guid, listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
@ -688,62 +637,11 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
wstrToLower(wsearchedname);
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
{
AuctionEntry *Aentry = itr->second;
Item *item = auctionmgr.GetAItem(Aentry->item_guidlow);
if( item )
{
ItemPrototype const *proto = item->GetProto();
if( proto )
{
if( auctionMainCategory == (0xffffffff) || proto->Class == auctionMainCategory )
{
if( auctionSubCategory == (0xffffffff) || proto->SubClass == auctionSubCategory )
{
if( auctionSlotID == (0xffffffff) || proto->InventoryType == auctionSlotID )
{
if( quality == (0xffffffff) || proto->Quality == quality )
{
if( usable == (0x00) || _player->CanUseItem( item ) == EQUIP_ERR_OK )
{
if( ( levelmin == (0x00) || proto->RequiredLevel >= levelmin ) && ( levelmax == (0x00) || proto->RequiredLevel <= levelmax ) )
{
std::string name = proto->Name1;
auctionHouse->BuildListAuctionItems(data,_player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count,totalcount);
// local name
int loc_idx = GetSessionDbLocaleIndex();
if ( loc_idx >= 0 )
{
ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
if (il)
{
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
name = il->Name[loc_idx];
}
}
if(name.empty())
continue;
if( wsearchedname.empty() || Utf8FitTo(name, wsearchedname) )
{
if ((count < 50) && (totalcount >= listfrom))
{
++count;
SendAuctionInfo( data, Aentry);
}
++totalcount;
}
}
}
}
}
}
}
}
}
}
data.put<uint32>(0, count);
data << (uint32) totalcount;
data << (uint32) 300; // unk 2.3.0 const?

View file

@ -29,13 +29,13 @@
#include "ObjectMgr.h"
#include "Player.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Policies/SingletonImp.h"
INSTANTIATE_SINGLETON_1( AuctionHouseMgr );
AuctionHouseMgr::AuctionHouseMgr()
{
}
@ -61,14 +61,6 @@ AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap( AuctionLocation location )
}
}
uint32 AuctionHouseMgr::GetAuctionCut(AuctionLocation location, uint32 highBid)
{
if (location == AUCTION_NEUTRAL && !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
return (uint32) (0.15f * highBid * sWorld.getRate(RATE_AUCTION_CUT));
else
return (uint32) (0.05f * highBid * sWorld.getRate(RATE_AUCTION_CUT));
}
uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionLocation location, uint32 time, Item *pItem)
{
float percentance; // in 0..1
@ -82,15 +74,6 @@ uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionLocation location, uint32 time,
return uint32( percentance * pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME ) );
}
/// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c
uint32 AuctionHouseMgr::GetAuctionOutBid(uint32 currentBid)
{
uint32 outbid = (currentBid / 100) * 5;
if (!outbid)
outbid = 1;
return outbid;
}
//does not clear ram
void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
{
@ -193,7 +176,7 @@ void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction )
msgAuctionSalePendingSubject << auction->item_template << ":0:" << AUCTION_SALE_PENDING;
std::ostringstream msgAuctionSalePendingBody;
uint32 auctionCut = GetAuctionCut(auction->location, auction->bid);
uint32 auctionCut = auction->GetAuctionCut();
time_t distrTime = time(NULL) + HOUR;
@ -228,7 +211,7 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
msgAuctionSuccessfulSubject << auction->item_template << ":0:" << AUCTION_SUCCESSFUL;
std::ostringstream auctionSuccessfulBody;
uint32 auctionCut = GetAuctionCut(auction->location, auction->bid);
uint32 auctionCut = auction->GetAuctionCut();
auctionSuccessfulBody.width(16);
auctionSuccessfulBody << std::right << std::hex << auction->bidder;
@ -399,7 +382,7 @@ void AuctionHouseMgr::LoadAuctions()
aItem->item_template = fields[3].GetUInt32();
aItem->owner = fields[4].GetUInt32();
aItem->buyout = fields[5].GetUInt32();
aItem->time = fields[6].GetUInt32();
aItem->expire_time = fields[6].GetUInt32();
aItem->bidder = fields[7].GetUInt32();
aItem->bid = fields[8].GetUInt32();
aItem->startbid = fields[9].GetUInt32();
@ -453,3 +436,187 @@ bool AuctionHouseMgr::RemoveAItem( uint32 id )
mAitems.erase(i);
return true;
}
void AuctionHouseMgr::Update()
{
mHordeAuctions.Update();
mAllianceAuctions.Update();
mNeutralAuctions.Update();
}
void AuctionHouseObject::Update()
{
time_t curTime = sWorld.GetGameTime();
///- Handle expired auctions
AuctionEntryMap::iterator next;
for (AuctionEntryMap::iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end();itr = next)
{
next = itr;
++next;
if (curTime > (itr->second->expire_time))
{
///- Either cancel the auction if there was no bidder
if (itr->second->bidder == 0)
{
auctionmgr.SendAuctionExpiredMail( itr->second );
}
///- 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
auctionmgr.SendAuctionSuccessfulMail( itr->second );
auctionmgr.SendAuctionWonMail( itr->second );
}
///- In any case clear the auction
//No SQL injection (Id is integer)
CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",itr->second->Id);
auctionmgr.RemoveAItem(itr->second->item_guidlow);
delete itr->second;
RemoveAuction(itr->first);
}
}
}
void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
{
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
{
AuctionEntry *Aentry = itr->second;
if( Aentry && Aentry->bidder == player->GetGUIDLow() )
{
if (itr->second->BuildAuctionInfo(data))
++count;
++totalcount;
}
}
}
void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
{
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
{
AuctionEntry *Aentry = itr->second;
if( Aentry && Aentry->owner == player->GetGUIDLow() )
{
if(Aentry->BuildAuctionInfo(data))
++count;
++totalcount;
}
}
}
void AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player,
std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
uint32& count, uint32& totalcount)
{
int loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
{
AuctionEntry *Aentry = itr->second;
Item *item = auctionmgr.GetAItem(Aentry->item_guidlow);
if (!item)
continue;
ItemPrototype const *proto = item->GetProto();
if (itemClass != (0xffffffff) && proto->Class != itemClass)
continue;
if (itemSubClass != (0xffffffff) && proto->SubClass != itemSubClass)
continue;
if (inventoryType != (0xffffffff) && proto->InventoryType != inventoryType)
continue;
if (quality != (0xffffffff) && proto->Quality != quality)
continue;
if( levelmin != (0x00) && (proto->RequiredLevel < levelmin || levelmax != (0x00) && proto->RequiredLevel > levelmax ) )
continue;
if( usable != (0x00) && player->CanUseItem( item ) != EQUIP_ERR_OK )
continue;
std::string name = proto->Name1;
if(name.empty())
continue;
// local name
if ( loc_idx >= 0 )
{
ItemLocale const *il = objmgr.GetItemLocale(proto->ItemId);
if (il)
{
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
name = il->Name[loc_idx];
}
}
if( !wsearchedname.empty() && !Utf8FitTo(name, wsearchedname) )
continue;
if ((count < 50) && (totalcount >= listfrom))
{
++count;
Aentry->BuildAuctionInfo(data);
}
++totalcount;
}
}
//this function inserts to WorldPacket auction's data
bool AuctionEntry::BuildAuctionInfo(WorldPacket & data) const
{
Item *pItem = auctionmgr.GetAItem(item_guidlow);
if (!pItem)
{
sLog.outError("auction to item, that doesn't exist !!!!");
return false;
}
data << (uint32) Id;
data << (uint32) pItem->GetEntry();
for (uint8 i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; i++)
{
data << (uint32) pItem->GetEnchantmentId(EnchantmentSlot(i));
data << (uint32) pItem->GetEnchantmentDuration(EnchantmentSlot(i));
data << (uint32) pItem->GetEnchantmentCharges(EnchantmentSlot(i));
}
data << (uint32) pItem->GetItemRandomPropertyId(); //random item property id
data << (uint32) pItem->GetItemSuffixFactor(); //SuffixFactor
data << (uint32) pItem->GetCount(); //item->count
data << (uint32) pItem->GetSpellCharges(); //item->charge FFFFFFF
data << (uint32) 0; //Unknown
data << (uint64) owner; //Auction->owner
data << (uint32) startbid; //Auction->startbid (not sure if useful)
data << (uint32) (bid ? GetAuctionOutBid() : 0);
//minimal outbid
data << (uint32) buyout; //auction->buyout
data << (uint32) (expire_time - time(NULL))* 1000; //time left
data << (uint64) bidder; //auction->bidder current
data << (uint32) bid; //current bid
return true;
}
uint32 AuctionEntry::GetAuctionCut() const
{
if (location == AUCTION_NEUTRAL && !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
return (uint32) (0.15f * bid * sWorld.getRate(RATE_AUCTION_CUT));
else
return (uint32) (0.05f * bid * sWorld.getRate(RATE_AUCTION_CUT));
}
/// the sum of outbid is (1% from current bid)*5, if bid is very small, it is 1c
uint32 AuctionEntry::GetAuctionOutBid() const
{
uint32 outbid = (bid / 100) * 5;
if (!outbid)
outbid = 1;
return outbid;
}

View file

@ -23,6 +23,8 @@
#include "Policies/Singleton.h"
class Item;
class Player;
class WorldPacket;
#define MIN_AUCTION_TIME (12*HOUR)
@ -61,10 +63,15 @@ struct AuctionEntry
uint32 startbid; //maybe useless
uint32 bid;
uint32 buyout;
time_t time;
time_t expire_time;
uint32 bidder;
uint32 deposit; //deposit can be calculated only when creating auction
AuctionLocation location;
// helpers
uint32 GetAuctionCut() const;
uint32 GetAuctionOutBid() const;
bool BuildAuctionInfo(WorldPacket & data) const;
};
//this class is used as auctionhouse instance
@ -82,9 +89,6 @@ class AuctionHouseObject
uint32 Getcount() { return AuctionsMap.size(); }
AuctionEntryMap::iterator GetAuctionsBegin() {return AuctionsMap.begin();}
AuctionEntryMap::iterator GetAuctionsEnd() {return AuctionsMap.end();}
void AddAuction(AuctionEntry *ah)
{
ASSERT( ah );
@ -102,6 +106,15 @@ class AuctionHouseObject
return AuctionsMap.erase(id) ? true : false;
}
void Update();
void BuildListBidderItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
void BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount);
void BuildListAuctionItems(WorldPacket& data, Player* player,
std::wstring const& searchedname, uint32 listfrom, uint32 levelmin, uint32 levelmax, uint32 usable,
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
uint32& count, uint32& totalcount);
private:
AuctionEntryMap AuctionsMap;
};
@ -126,22 +139,23 @@ class AuctionHouseMgr
return NULL;
}
void AddAItem(Item* it);
bool RemoveAItem(uint32 id);
//auction messages
void SendAuctionWonMail( AuctionEntry * auction );
void SendAuctionSalePendingMail( AuctionEntry * auction );
void SendAuctionSuccessfulMail( AuctionEntry * auction );
void SendAuctionExpiredMail( AuctionEntry * auction );
static uint32 GetAuctionCut( AuctionLocation location, uint32 highBid );
static uint32 GetAuctionDeposit(AuctionLocation location, uint32 time, Item *pItem);
static uint32 GetAuctionOutBid(uint32 currentBid);
public:
//load first auction items, because of check if item exists, when loading
void LoadAuctionItems();
void LoadAuctions();
void AddAItem(Item* it);
bool RemoveAItem(uint32 id);
void Update();
private:
AuctionHouseObject mHordeAuctions;
AuctionHouseObject mAllianceAuctions;

View file

@ -1472,54 +1472,8 @@ void World::Update(uint32 diff)
objmgr.ReturnOrDeleteOldMails(true);
}
AuctionHouseObject* AuctionMap;
for (int i = 0; i < 3; i++)
{
switch (i)
{
case 0:
AuctionMap = auctionmgr.GetAuctionsMap(AUCTION_HORDE);
break;
case 1:
AuctionMap = auctionmgr.GetAuctionsMap(AUCTION_ALLIANCE);
break;
case 2:
AuctionMap = auctionmgr.GetAuctionsMap(AUCTION_NEUTRAL);
break;
}
///- Handle expired auctions
AuctionHouseObject::AuctionEntryMap::iterator itr,next;
for (itr = AuctionMap->GetAuctionsBegin(); itr != AuctionMap->GetAuctionsEnd();itr = next)
{
next = itr;
++next;
if (m_gameTime > (itr->second->time))
{
///- Either cancel the auction if there was no bidder
if (itr->second->bidder == 0)
{
auctionmgr.SendAuctionExpiredMail( itr->second );
}
///- 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
auctionmgr.SendAuctionSuccessfulMail( itr->second );
auctionmgr.SendAuctionWonMail( itr->second );
}
///- In any case clear the auction
//No SQL injection (Id is integer)
CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",itr->second->Id);
auctionmgr.RemoveAItem(itr->second->item_guidlow);
delete itr->second;
AuctionMap->RemoveAuction(itr->first);
}
}
}
///- Handle expired auctions
auctionmgr.Update();
}
/// <li> Handle session updates when the timer has passed

View file

@ -180,7 +180,6 @@ class MANGOS_DLL_SPEC WorldSession
void SendAuctionCommandResult( uint32 auctionId, uint32 Action, uint32 ErrorCode, uint32 bidError = 0);
void SendAuctionBidderNotification( uint32 location, uint32 auctionId, uint64 bidder, uint32 bidSum, uint32 diff, uint32 item_template);
void SendAuctionOwnerNotification( AuctionEntry * auction );
bool SendAuctionInfo(WorldPacket & data, AuctionEntry* auction);
void SendAuctionOutbiddedMail( AuctionEntry * auction, uint32 newPrice );
void SendAuctionCancelledToBidderMail( AuctionEntry* auction );