[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

@ -36,7 +36,7 @@
#include "Policies/SingletonImp.h"
INSTANTIATE_SINGLETON_1( AuctionHouseMgr );
INSTANTIATE_SINGLETON_1(AuctionHouseMgr);
AuctionHouseMgr::AuctionHouseMgr()
{
@ -64,7 +64,7 @@ AuctionHouseObject * AuctionHouseMgr::GetAuctionsMap(AuctionHouseEntry const* ho
uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32 time, Item *pItem)
{
float deposit = float(pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME ));
float deposit = float(pItem->GetProto()->SellPrice * pItem->GetCount() * (time / MIN_AUCTION_TIME));
deposit = deposit * entry->depositPercent * 3.0f / 100.0f;
@ -77,10 +77,10 @@ uint32 AuctionHouseMgr::GetAuctionDeposit(AuctionHouseEntry const* entry, uint32
}
// does not clear ram
void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
void AuctionHouseMgr::SendAuctionWonMail(AuctionEntry *auction)
{
Item *pItem = GetAItem(auction->itemGuidLow);
if(!pItem)
if (!pItem)
return;
ObjectGuid bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder);
@ -89,7 +89,7 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
uint32 bidder_accId = 0;
// data for gm.log
if( sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE) )
if (sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
{
uint32 bidder_security = 0;
std::string bidder_name;
@ -104,7 +104,7 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
bidder_security = sAccountMgr.GetSecurity(bidder_accId);
if (bidder_security > SEC_PLAYER ) // not do redundant DB requests
if (bidder_security > SEC_PLAYER) // not do redundant DB requests
{
if (!sObjectMgr.GetPlayerNameByGUID(bidder_guid, bidder_name))
bidder_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
@ -115,7 +115,7 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
{
ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
std::string owner_name;
if(!sObjectMgr.GetPlayerNameByGUID(owner_guid, owner_name))
if (!sObjectMgr.GetPlayerNameByGUID(owner_guid, owner_name))
owner_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
uint32 owner_accid = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
@ -129,11 +129,11 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid);
if(auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification( auction );
if (auction_owner)
auction_owner->GetSession()->SendAuctionOwnerNotification(auction);
// receiver exist
if(bidder || bidder_accId)
if (bidder || bidder_accId)
{
std::ostringstream msgAuctionWonSubject;
msgAuctionWonSubject << auction->itemTemplate << ":0:" << AUCTION_WON;
@ -142,7 +142,7 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
msgAuctionWonBody.width(16);
msgAuctionWonBody << std::right << std::hex << auction->owner;
msgAuctionWonBody << std::dec << ":" << auction->bid << ":" << auction->buyout;
DEBUG_LOG( "AuctionWon body string : %s", msgAuctionWonBody.str().c_str() );
DEBUG_LOG("AuctionWon body string : %s", msgAuctionWonBody.str().c_str());
// set owner to bidder (to prevent delete item with sender char deleting)
// owner in `data` will set at mail receive and item extracting
@ -172,13 +172,13 @@ void AuctionHouseMgr::SendAuctionWonMail( AuctionEntry *auction )
}
}
void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction )
void AuctionHouseMgr::SendAuctionSalePendingMail(AuctionEntry * auction)
{
ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
Player *owner = sObjectMgr.GetPlayer(owner_guid);
// owner exist (online or offline)
if(owner || sObjectMgr.GetPlayerAccountIdByGUID(owner_guid))
if (owner || sObjectMgr.GetPlayerAccountIdByGUID(owner_guid))
{
std::ostringstream msgAuctionSalePendingSubject;
msgAuctionSalePendingSubject << auction->itemTemplate << ":0:" << AUCTION_SALE_PENDING;
@ -202,17 +202,17 @@ void AuctionHouseMgr::SendAuctionSalePendingMail( AuctionEntry * auction )
}
// call this method to send mail to auction owner, when auction is successful, it does not clear ram
void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
void AuctionHouseMgr::SendAuctionSuccessfulMail(AuctionEntry * auction)
{
ObjectGuid owner_guid = ObjectGuid(HIGHGUID_PLAYER, auction->owner);
Player *owner = sObjectMgr.GetPlayer(owner_guid);
uint32 owner_accId = 0;
if(!owner)
if (!owner)
owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
// owner exist
if(owner || owner_accId)
if (owner || owner_accId)
{
std::ostringstream msgAuctionSuccessfulSubject;
msgAuctionSuccessfulSubject << auction->itemTemplate << ":0:" << AUCTION_SUCCESSFUL;
@ -243,10 +243,10 @@ void AuctionHouseMgr::SendAuctionSuccessfulMail( AuctionEntry * auction )
}
// does not clear ram
void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
void AuctionHouseMgr::SendAuctionExpiredMail(AuctionEntry * auction)
{ // return an item in auction to its owner by mail
Item *pItem = GetAItem(auction->itemGuidLow);
if(!pItem)
if (!pItem)
{
sLog.outError("Auction item (GUID: %u) not found, and lost.", auction->itemGuidLow);
return;
@ -256,17 +256,17 @@ void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
Player *owner = sObjectMgr.GetPlayer(owner_guid);
uint32 owner_accId = 0;
if(!owner)
if (!owner)
owner_accId = sObjectMgr.GetPlayerAccountIdByGUID(owner_guid);
// owner exist
if(owner || owner_accId)
if (owner || owner_accId)
{
std::ostringstream subject;
subject << auction->itemGuidLow << ":0:" << AUCTION_EXPIRED << ":0:0";
if ( owner )
owner->GetSession()->SendAuctionOwnerNotification( auction );
if (owner)
owner->GetSession()->SendAuctionOwnerNotification(auction);
else
RemoveAItem(pItem->GetGUIDLow()); // we have to remove the item, before we delete it !!
@ -287,9 +287,9 @@ void AuctionHouseMgr::SendAuctionExpiredMail( AuctionEntry * auction )
void AuctionHouseMgr::LoadAuctionItems()
{
// data needs to be at first place for Item::LoadFromDB 0 1 2 3
QueryResult *result = CharacterDatabase.Query( "SELECT data,text,itemguid,item_template FROM auction JOIN item_instance ON itemguid = guid" );
QueryResult *result = CharacterDatabase.Query("SELECT data,text,itemguid,item_template FROM auction JOIN item_instance ON itemguid = guid");
if( !result )
if (!result)
{
barGoLink bar(1);
bar.step();
@ -298,7 +298,7 @@ void AuctionHouseMgr::LoadAuctionItems()
return;
}
barGoLink bar( (int)result->GetRowCount() );
barGoLink bar((int)result->GetRowCount());
uint32 count = 0;
@ -313,15 +313,15 @@ void AuctionHouseMgr::LoadAuctionItems()
ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template);
if(!proto)
if (!proto)
{
sLog.outError( "AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template);
sLog.outError("AuctionHouseMgr::LoadAuctionItems: Unknown item (GUID: %u id: #%u) in auction, skipped.", item_guid,item_template);
continue;
}
Item *item = NewItemOrBag(proto);
if(!item->LoadFromDB(item_guid, fields))
if (!item->LoadFromDB(item_guid, fields))
{
delete item;
continue;
@ -330,17 +330,17 @@ void AuctionHouseMgr::LoadAuctionItems()
++count;
}
while( result->NextRow() );
while (result->NextRow());
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u auction items", count );
sLog.outString(">> Loaded %u auction items", count);
}
void AuctionHouseMgr::LoadAuctions()
{
QueryResult *result = CharacterDatabase.Query("SELECT COUNT(*) FROM auction");
if( !result )
if (!result)
{
barGoLink bar(1);
bar.step();
@ -353,7 +353,7 @@ void AuctionHouseMgr::LoadAuctions()
uint32 AuctionCount=fields[0].GetUInt32();
delete result;
if(!AuctionCount)
if (!AuctionCount)
{
barGoLink bar(1);
bar.step();
@ -362,8 +362,8 @@ void AuctionHouseMgr::LoadAuctions()
return;
}
result = CharacterDatabase.Query( "SELECT id,houseid,itemguid,item_template,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit FROM auction" );
if( !result )
result = CharacterDatabase.Query("SELECT id,houseid,itemguid,item_template,itemowner,buyoutprice,time,moneyTime,buyguid,lastbid,startbid,deposit FROM auction");
if (!result)
{
barGoLink bar(1);
bar.step();
@ -372,7 +372,7 @@ void AuctionHouseMgr::LoadAuctions()
return;
}
barGoLink bar( AuctionCount );
barGoLink bar(AuctionCount);
AuctionEntry *auction;
@ -437,17 +437,17 @@ void AuctionHouseMgr::LoadAuctions()
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u auctions", AuctionCount );
sLog.outString(">> Loaded %u auctions", AuctionCount);
}
void AuctionHouseMgr::AddAItem( Item* it )
void AuctionHouseMgr::AddAItem(Item* it)
{
MANGOS_ASSERT( it );
MANGOS_ASSERT( mAitems.find(it->GetGUIDLow()) == mAitems.end());
MANGOS_ASSERT(it);
MANGOS_ASSERT(mAitems.find(it->GetGUIDLow()) == mAitems.end());
mAitems[it->GetGUIDLow()] = it;
}
bool AuctionHouseMgr::RemoveAItem( uint32 id )
bool AuctionHouseMgr::RemoveAItem(uint32 id)
{
ItemMap::iterator i = mAitems.find(id);
if (i == mAitems.end())
@ -470,7 +470,7 @@ uint32 AuctionHouseMgr::GetAuctionHouseTeam(AuctionHouseEntry const* house)
// auction houses have faction field pointing to PLAYER,* factions,
// but player factions not have filled team field, and hard go from faction value to faction_template value,
// so more easy just sort by auction house ids
switch(house->houseId)
switch (house->houseId)
{
case 1: case 2: case 3:
return ALLIANCE;
@ -486,7 +486,7 @@ AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(Unit* unit)
{
uint32 houseid = 1; // dwarf auction house (used for normal cut/etc percents)
if(!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
if (!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
{
if (unit->GetTypeId() == TYPEID_UNIT)
{
@ -494,7 +494,7 @@ AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(Unit* unit)
// 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
uint32 factionTemplateId = unit->getFaction();
switch(factionTemplateId)
switch (factionTemplateId)
{
case 12: houseid = 1; break; // human
case 29: houseid = 6; break; // orc, and generic for horde
@ -511,11 +511,11 @@ AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(Unit* unit)
default: // for unknown case
{
FactionTemplateEntry const* u_entry = sFactionTemplateStore.LookupEntry(factionTemplateId);
if(!u_entry)
if (!u_entry)
houseid = 7; // goblin auction house
else if(u_entry->ourMask & FACTION_MASK_ALLIANCE)
else if (u_entry->ourMask & FACTION_MASK_ALLIANCE)
houseid = 1; // human auction house
else if(u_entry->ourMask & FACTION_MASK_HORDE)
else if (u_entry->ourMask & FACTION_MASK_HORDE)
houseid = 6; // orc auction house
else
houseid = 7; // goblin auction house
@ -556,7 +556,7 @@ void AuctionHouseObject::Update()
{
if (curTime > itr->second->moneyDeliveryTime)
{
sAuctionMgr.SendAuctionSuccessfulMail( itr->second );
sAuctionMgr.SendAuctionSuccessfulMail(itr->second);
itr->second->DeleteFromDB();
sAuctionMgr.RemoveAItem(itr->second->itemGuidLow);
@ -571,13 +571,13 @@ void AuctionHouseObject::Update()
///- Either cancel the auction if there was no bidder
if (itr->second->bidder == 0)
{
sAuctionMgr.SendAuctionExpiredMail( itr->second );
sAuctionMgr.SendAuctionExpiredMail(itr->second);
}
///- Or perform the transaction
else
{
itr->second->moneyDeliveryTime = time(NULL) + HOUR;
sAuctionMgr.SendAuctionWonMail( itr->second );
sAuctionMgr.SendAuctionWonMail(itr->second);
continue;
}
@ -596,9 +596,9 @@ void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player,
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
{
AuctionEntry *Aentry = itr->second;
if(Aentry->moneyDeliveryTime)
if (Aentry->moneyDeliveryTime)
continue;
if( Aentry && Aentry->bidder == player->GetGUIDLow() )
if (Aentry && Aentry->bidder == player->GetGUIDLow())
{
if (itr->second->BuildAuctionInfo(data))
++count;
@ -609,79 +609,255 @@ void AuctionHouseObject::BuildListBidderItems(WorldPacket& data, Player* player,
void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player, uint32& count, uint32& totalcount)
{
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
{
AuctionEntry *Aentry = itr->second;
if(Aentry->moneyDeliveryTime)
if (Aentry->moneyDeliveryTime)
continue;
if( Aentry && Aentry->owner == player->GetGUIDLow() )
if (Aentry && Aentry->owner == player->GetGUIDLow())
{
if(Aentry->BuildAuctionInfo(data))
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)
bool AuctionEntry::CompareAuctionEntry(uint32 column, const AuctionEntry *auc) const
{
int loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
Item *item1 = sAuctionMgr.GetAItem(itemGuidLow);
Item *item2 = sAuctionMgr.GetAItem(auc->itemGuidLow);
Player *pl1 = NULL;
Player *pl2 = NULL;
int res = 0;
time_t currentTime = time(NULL);
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin();itr != AuctionsMap.end();++itr)
switch (column)
{
AuctionEntry *Aentry = itr->second;
if(Aentry->moneyDeliveryTime)
case 0: // level = 0
if (!item1 || !item2)
break;
if (item1->GetProto()->RequiredLevel < item2->GetProto()->RequiredLevel)
return true;
else if (item1->GetProto()->RequiredLevel > item2->GetProto()->RequiredLevel)
return false;
break;
case 1: // quality = 1
if (!item1 || !item2)
break;
if (item1->GetProto()->Quality < item2->GetProto()->Quality)
return true;
else if (item1->GetProto()->Quality > item2->GetProto()->Quality)
return false;
break;
case 2: // buyoutthenbid = 2
if (buyout)
{
if (buyout < auc->buyout)
return true;
else if (buyout > auc->buyout)
return false;
}
else
{
if (bid < auc->bid)
return true;
else if (bid > auc->bid)
return false;
}
break;
case 3: // duration = 3
if ((expireTime - currentTime) < (auc->expireTime - currentTime))
return true;
else if ((expireTime - currentTime) > (auc->expireTime - currentTime))
return false;
break;
case 4: // status = 4
if (bidder < auc->bidder)
return true;
else if (bidder > auc->bidder)
return false;
break;
case 5: // name = 5
if (!item1 || !item2)
break;
res = strcmp(item1->GetProto()->Name1, item2->GetProto()->Name1);
if (res < 0)
return true;
else if (res > 0)
return false;
break;
case 6: // minbidbuyout = 6
if (bid)
{
if (bid < auc->bid)
return true;
else if (bid > auc->bid)
return false;
}
else if (startbid)
{
if (startbid < auc->startbid)
return true;
else if (startbid > auc->startbid)
return false;
}
else
{
if (buyout < auc->buyout)
return true;
else if (buyout > auc->buyout)
return false;
}
break;
case 7: // seller = 7
pl1 = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, owner));
pl2 = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, auc->owner));
if (!pl1 || !pl2)
break;
res = strcmp(pl1->GetName(), pl2->GetName());
if (res < 0)
return true;
else if (res > 0)
return false;
break;
case 8: // bid = 8
if (bid)
{
if (bid < auc->bid)
return true;
else if (bid > auc->bid)
return false;
}
else
{
if (startbid < auc->startbid)
return true;
else if (startbid > auc->startbid)
return false;
}
break;
case 9: // quantity = 9
if (!item1 || !item2)
break;
if (item1->GetCount() < item2->GetCount())
return true;
else if (item1->GetCount() > item2->GetCount())
return false;
break;
case 10: // buyout = 10
if (buyout < auc->buyout)
return true;
else if (buyout > auc->buyout)
return false;
break;
case 11: // unused = 11
break;
default:
break;
}
if (Id < auc->Id)
return true;
else if (Id > auc->Id)
return false;
return false;
}
bool AuctionSorter::operator()(const AuctionEntry *auc1, const AuctionEntry *auc2) const
{
bool result = false;
uint32 column = 0;
for (uint32 i = 0; i < MAX_AUCTION_SORT; ++i)
{
if (m_sort[i] == MAX_AUCTION_SORT) // end of sort
{
column = m_sort[0]; // use main column
break;
}
column = m_sort[i];
result = auc1->CompareAuctionEntry(column & ~AUCTION_SORT_REVERSED, auc2);
if (result)
break;
}
if (column & AUCTION_SORT_REVERSED) // reversed flag
result = !result;
return result;
}
void WorldSession::BuildListAuctionItems(std::list<AuctionEntry*> &auctions, WorldPacket& data, std::wstring const& wsearchedname, uint32 listfrom, uint32 levelmin,
uint32 levelmax, uint32 usable, uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality, uint32& count, uint32& totalcount, bool isFull)
{
int loc_idx = _player->GetSession()->GetSessionDbLocaleIndex();
for (std::list<AuctionEntry*>::const_iterator itr = auctions.begin(); itr != auctions.end();++itr)
{
AuctionEntry *Aentry = *itr;
if (Aentry->moneyDeliveryTime)
continue;
Item *item = sAuctionMgr.GetAItem(Aentry->itemGuidLow);
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 = sObjectMgr.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)
if (isFull)
{
++count;
Aentry->BuildAuctionInfo(data);
}
else
{
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 = sObjectMgr.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;
}
}
@ -691,9 +867,9 @@ void AuctionHouseObject::BuildListPendingSales(WorldPacket& data, Player* player
for (AuctionEntryMap::const_iterator itr = AuctionsMap.begin(); itr != AuctionsMap.end(); ++itr)
{
AuctionEntry *Aentry = itr->second;
if(!Aentry->moneyDeliveryTime)
if (!Aentry->moneyDeliveryTime)
continue;
if( Aentry && Aentry->owner == player->GetGUIDLow() )
if (Aentry && Aentry->owner == player->GetGUIDLow())
{
Item *pItem = sAuctionMgr.GetAItem(Aentry->itemGuidLow);
if (!pItem)
@ -772,7 +948,7 @@ uint32 AuctionEntry::GetAuctionOutBid() const
void AuctionEntry::DeleteFromDB() const
{
//No SQL injection (Id is integer)
CharacterDatabase.PExecute("DELETE FROM auction WHERE id = '%u'",Id);
CharacterDatabase.PExecute("DELETE FROM auction WHERE id = '%u'", Id);
}
void AuctionEntry::SaveToDB() const