[11396] Auction: server side sorting and get all auctions feature.

This commit is contained in:
TOM_RUS 2011-04-26 04:04:05 +04:00
parent 0f7aaa865a
commit 66ba7d2c49
5 changed files with 394 additions and 186 deletions

View file

@ -34,7 +34,7 @@
// post-incrementation is always slower than pre-incrementation !
// void called when player click on auctioneer npc
void WorldSession::HandleAuctionHelloOpcode( WorldPacket & recv_data )
void WorldSession::HandleAuctionHelloOpcode(WorldPacket & recv_data)
{
ObjectGuid auctioneerGuid; // NPC guid
recv_data >> auctioneerGuid;
@ -47,7 +47,7 @@ void WorldSession::HandleAuctionHelloOpcode( WorldPacket & recv_data )
}
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
SendAuctionHello(unit);
@ -59,7 +59,7 @@ void WorldSession::SendAuctionHello(Unit* unit)
// always return pointer
AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit);
WorldPacket data( MSG_AUCTION_HELLO, 12 );
WorldPacket data(MSG_AUCTION_HELLO, 12);
data << unit->GetObjectGuid();
data << uint32(ahEntry->houseId);
data << uint8(1); // 3.3.3: 1 - AH enabled, 0 - AH disabled
@ -67,17 +67,17 @@ void WorldSession::SendAuctionHello(Unit* unit)
}
// call this method when player bids, creates, or deletes auction
void WorldSession::SendAuctionCommandResult(AuctionEntry *auc, AuctionAction Action, AuctionError ErrorCode, InventoryResult invError )
void WorldSession::SendAuctionCommandResult(AuctionEntry *auc, AuctionAction Action, AuctionError ErrorCode, InventoryResult invError)
{
WorldPacket data( SMSG_AUCTION_COMMAND_RESULT, 16 );
WorldPacket data(SMSG_AUCTION_COMMAND_RESULT, 16);
data << uint32(auc ? auc->Id : 0);
data << uint32(Action);
data << uint32(ErrorCode);
switch(ErrorCode)
switch (ErrorCode)
{
case AUCTION_OK:
if(Action == AUCTION_BID_PLACED)
if (Action == AUCTION_BID_PLACED)
data << uint32(auc->GetAuctionOutBid()); // new AuctionOutBid?
break;
case AUCTION_ERR_INVENTORY:
@ -125,7 +125,7 @@ void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction)
data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid?
ObjectGuid guid = ObjectGuid();
if(!auction->moneyDeliveryTime) // not sold yet
if (!auction->moneyDeliveryTime) // not sold yet
guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);// bidder==0 and moneyDeliveryTime==0 for expired auctions, so it will show error message properly
// if guid!=0, client updates auctions with new bid, outbid and bidderGuid, else it shows error messages as described above
@ -170,7 +170,7 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction)
oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid);
// old bidder exist
if(oldBidder || oldBidder_accId)
if (oldBidder || oldBidder_accId)
{
std::ostringstream msgAuctionOutbiddedSubject;
msgAuctionOutbiddedSubject << auction->itemTemplate << ":0:" << AUCTION_OUTBIDDED << ":0:0";
@ -185,22 +185,22 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction)
}
// this function sends mail, when auction is cancelled to old bidder
void WorldSession::SendAuctionCancelledToBidderMail( AuctionEntry* auction )
void WorldSession::SendAuctionCancelledToBidderMail(AuctionEntry* auction)
{
ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
Player *bidder = sObjectMgr.GetPlayer(bidder_guid);
uint32 bidder_accId = 0;
if(!bidder)
if (!bidder)
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
// bidder exist
if(bidder || bidder_accId)
if (bidder || bidder_accId)
{
std::ostringstream msgAuctionCancelledSubject;
msgAuctionCancelledSubject << auction->itemTemplate << ":0:" << AUCTION_CANCELLED_TO_BIDDER << ":0:0";
if(bidder)
if (bidder)
bidder->GetSession()->SendAuctionRemovedNotification(auction);
MailDraft(msgAuctionCancelledSubject.str(), "") // TODO: fix body
@ -242,7 +242,7 @@ AuctionHouseEntry const* WorldSession::GetCheckedAuctionHouseForAuctioneer(Objec
}
// this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionSellItem");
@ -254,7 +254,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
recv_data >> auctioneerGuid;
recv_data >> itemCount;
if(itemCount > MAX_BAG_SIZE * 5)
if (itemCount > MAX_BAG_SIZE * 5)
{
recv_data.rpos(recv_data.wpos()); // should not happen
return;
@ -263,7 +263,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
guids.resize(itemCount);
stackSizes.resize(itemCount);
for(uint32 i = 0; i < itemCount; ++i)
for (uint32 i = 0; i < itemCount; ++i)
{
recv_data >> guids[i]; // item guid
recv_data >> stackSizes[i]; // stack size
@ -289,7 +289,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
etime *= MINUTE;
// client understand only 3 auction time
switch(etime)
switch (etime)
{
case 1*MIN_AUCTION_TIME:
case 2*MIN_AUCTION_TIME:
@ -300,14 +300,14 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
}
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
for(uint32 i = 0; i < itemCount; ++i)
for (uint32 i = 0; i < itemCount; ++i)
{
ObjectGuid itemGuid = guids[i];
if(itemGuid.IsEmpty())
if (itemGuid.IsEmpty())
continue;
uint32 stackSize = stackSizes[i];
@ -323,13 +323,13 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
}
// prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction)
if(!it)
if (!it)
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
continue;
}
if(!it->CanBeTraded())
if (!it->CanBeTraded())
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT);
continue;
@ -342,33 +342,33 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
}
// check money for deposit
uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, etime, it );
if ( pl->GetMoney() < deposit )
uint32 deposit = AuctionHouseMgr::GetAuctionDeposit(auctionHouseEntry, etime, it);
if (pl->GetMoney() < deposit)
{
SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_NOT_ENOUGH_MONEY);
continue;
}
if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) )
if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{
sLog.outCommand(GetAccountId(),"GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount());
}
if(stackSize == 0)
if (stackSize == 0)
stackSize = 1;
if(stackSize > it->GetMaxStackCount()) // too big stack size
if (stackSize > it->GetMaxStackCount()) // too big stack size
stackSize = it->GetMaxStackCount();
if(!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items
if (!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items
continue;
Item *newItem = it->CloneItem(stackSize, pl);
pl->DestroyItemCount(it, stackSize, true);
pl->ModifyMoney( -int32(deposit) );
pl->ModifyMoney(-int32(deposit));
uint32 auction_time = uint32(etime * sWorld.getConfig(CONFIG_FLOAT_RATE_AUCTION_TIME));
@ -405,7 +405,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
}
// this function is called when client bids or buys out auction
void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
void WorldSession::HandleAuctionPlaceBid(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionPlaceBid");
@ -426,16 +426,16 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
Player *pl = GetPlayer();
if( !auction || auction->owner == pl->GetGUIDLow() )
if (!auction || auction->owner == pl->GetGUIDLow())
{
// you cannot bid your own auction:
SendAuctionCommandResult( NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN );
SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN);
return;
}
@ -446,12 +446,12 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
if (!auction_owner && sObjectMgr.GetPlayerAccountIdByGUID(ownerGuid) == pl->GetSession()->GetAccountId())
{
// you cannot bid your another character auction:
SendAuctionCommandResult( NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN );
SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN);
return;
}
// cheating
if(price <= auction->bid || price < auction->startbid)
if (price <= auction->bid || price < auction->startbid)
return;
// price too low for next bid if not buyout
@ -485,7 +485,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
auction->bidder = pl->GetGUIDLow();
auction->bid = price;
if(auction_owner)
if (auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification(auction);
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price);
@ -527,7 +527,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
}
// this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
void WorldSession::HandleAuctionRemoveItem(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionRemoveItem");
@ -535,7 +535,7 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
uint32 auctionId;
recv_data >> auctioneerGuid;
recv_data >> auctionId;
//DEBUG_LOG( "Cancel AUCTION AuctionID: %u", auctionId);
//DEBUG_LOG("Cancel AUCTION AuctionID: %u", auctionId);
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
if (!auctionHouseEntry)
@ -545,7 +545,7 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
@ -559,11 +559,11 @@ 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 = auction->GetAuctionCut();
if ( pl->GetMoney() < auctionCut ) // player doesn't have enough money, maybe message needed
if (pl->GetMoney() < auctionCut) // player doesn't have enough money, maybe message needed
return;
SendAuctionCancelledToBidderMail( auction );
pl->ModifyMoney( -int32(auctionCut) );
SendAuctionCancelledToBidderMail(auction);
pl->ModifyMoney(-int32(auctionCut));
}
// Return the item by mail
std::ostringstream msgAuctionCanceledOwner;
@ -577,32 +577,32 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
else
{
sLog.outError("Auction id: %u has nonexistent item (item guid : %u)!!!", auction->Id, auction->itemGuidLow);
SendAuctionCommandResult( NULL, AUCTION_REMOVED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND );
SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND);
return;
}
}
else
{
SendAuctionCommandResult( NULL, AUCTION_REMOVED, AUCTION_ERR_DATABASE );
SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_DATABASE);
// 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", pl->GetGUIDLow(), auctionId);
return;
}
// inform player, that auction is removed
SendAuctionCommandResult(auction, AUCTION_REMOVED, AUCTION_OK );
SendAuctionCommandResult(auction, AUCTION_REMOVED, AUCTION_OK);
// Now remove the auction
CharacterDatabase.BeginTransaction();
auction->DeleteFromDB();
pl->SaveInventoryAndGoldToDB();
CharacterDatabase.CommitTransaction();
sAuctionMgr.RemoveAItem( auction->itemGuidLow );
auctionHouse->RemoveAuction( auction->Id );
sAuctionMgr.RemoveAItem(auction->itemGuidLow);
auctionHouse->RemoveAuction(auction->Id);
delete auction;
}
// called when player lists his bids
void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
void WorldSession::HandleAuctionListBidderItems(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionListBidderItems");
@ -613,9 +613,9 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
recv_data >> auctioneerGuid;
recv_data >> listfrom; // not used in fact (this list not have page control in client)
recv_data >> outbiddedCount;
if (recv_data.size() != (16 + outbiddedCount * 4 ))
if (recv_data.size() != (16 + outbiddedCount * 4))
{
sLog.outError("Client sent bad opcode!!! with count: %u and size : %lu (must be: %u)", outbiddedCount, (unsigned long)recv_data.size(),(16 + outbiddedCount * 4 ));
sLog.outError("Client sent bad opcode!!! with count: %u and size : %u (must be: %u)", outbiddedCount, (uint32)recv_data.size(), (16 + outbiddedCount * 4));
outbiddedCount = 0;
}
@ -627,21 +627,21 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
WorldPacket data( SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4) );
WorldPacket data(SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4));
Player *pl = GetPlayer();
data << uint32(0); // add 0 as count
uint32 count = 0;
uint32 totalcount = 0;
while ( outbiddedCount > 0) // add all data, which client requires
while (outbiddedCount > 0) // add all data, which client requires
{
--outbiddedCount;
uint32 outbiddedAuctionId;
recv_data >> outbiddedAuctionId;
AuctionEntry * auction = auctionHouse->GetAuction( outbiddedAuctionId );
if ( auction && auction->BuildAuctionInfo(data))
AuctionEntry *auction = auctionHouse->GetAuction(outbiddedAuctionId);
if (auction && auction->BuildAuctionInfo(data))
{
++totalcount;
++count;
@ -649,14 +649,14 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
}
auctionHouse->BuildListBidderItems(data, pl, count, totalcount);
data.put<uint32>( 0, count ); // add count to placeholder
data.put<uint32>(0, count); // add count to placeholder
data << uint32(totalcount);
data << uint32(300); // unk 2.3.0 delay for next list request?
data << uint32(300); // unk 2.3.0 delay for next isFull request?
SendPacket(&data);
}
// this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
void WorldSession::HandleAuctionListOwnerItems(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionListOwnerItems");
@ -674,11 +674,11 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
WorldPacket data( SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4) );
data << (uint32) 0; // amount place holder
WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4));
data << uint32(0); // amount place holder
uint32 count = 0;
uint32 totalcount = 0;
@ -686,12 +686,12 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(300); // 2.3.0 delay for next list request?
data << uint32(300); // 2.3.0 delay for next isFull request?
SendPacket(&data);
}
// this void is called when player clicks on search button
void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
void WorldSession::HandleAuctionListItems(WorldPacket & recv_data)
{
DEBUG_LOG("WORLD: HandleAuctionListItems");
@ -708,11 +708,23 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
recv_data >> auctionSlotID >> auctionMainCategory >> auctionSubCategory >> quality;
recv_data >> usable >> isFull >> sortCount;
if (sortCount >= MAX_AUCTION_SORT)
return;
uint8 Sort[MAX_AUCTION_SORT];
memset(Sort, MAX_AUCTION_SORT, MAX_AUCTION_SORT);
// auction columns sorting
for(uint32 i = 0; i < sortCount; ++i)
for (uint32 i = 0; i < sortCount; ++i)
{
recv_data.read_skip<uint8>(); // column?
recv_data.read_skip<uint8>(); // direction?
uint8 column, reversed;
recv_data >> column;
if (column >= MAX_AUCTION_SORT)
return;
recv_data >> reversed;
Sort[i] = (reversed > 0) ? (column |= AUCTION_SORT_REVERSED) : column;
}
AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid);
@ -722,37 +734,43 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
// always return pointer
AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry);
// Sort
AuctionHouseObject::AuctionEntryMap *aucs = auctionHouse->GetAuctions();
std::list<AuctionEntry*> auctions;
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = aucs->begin(); itr != aucs->end(); ++itr)
auctions.push_back(itr->second);
AuctionSorter sorter(Sort);
auctions.sort(sorter);
// remove fake death
if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
if (GetPlayer()->hasUnitState(UNIT_STAT_DIED))
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
//DEBUG_LOG("Auctionhouse search %s list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
// auctioneerGuid.GetString().c_str(), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
WorldPacket data( SMSG_AUCTION_LIST_RESULT, (4+4+4) );
WorldPacket data(SMSG_AUCTION_LIST_RESULT, (4+4+4));
uint32 count = 0;
uint32 totalcount = 0;
data << uint32(0);
// converting string that we try to find to lower case
std::wstring wsearchedname;
if(!Utf8toWStr(searchedname,wsearchedname))
if (!Utf8toWStr(searchedname, wsearchedname))
return;
wstrToLower(wsearchedname);
auctionHouse->BuildListAuctionItems(data, _player,
wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality,
count, totalcount);
BuildListAuctionItems(auctions, data, wsearchedname, listfrom, levelmin, levelmax, usable,
auctionSlotID, auctionMainCategory, auctionSubCategory, quality, count, totalcount, isFull);
data.put<uint32>(0, count);
data << uint32(totalcount);
data << uint32(300); // 2.3.0 delay for next list request?
data << uint32(300); // 2.3.0 delay for next isFull request?
SendPacket(&data);
}
void WorldSession::HandleAuctionListPendingSales( WorldPacket & recv_data )
void WorldSession::HandleAuctionListPendingSales(WorldPacket & recv_data)
{
DEBUG_LOG("CMSG_AUCTION_LIST_PENDING_SALES");