/* * Copyright (C) 2005-2012 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "WorldPacket.h" #include "WorldSession.h" #include "Opcodes.h" #include "Log.h" #include "World.h" #include "ObjectMgr.h" #include "ObjectGuid.h" #include "Player.h" #include "UpdateMask.h" #include "AuctionHouseMgr.h" #include "Mail.h" #include "Util.h" #include "Chat.h" // please DO NOT use iterator++, because it is slower than ++iterator!!! // post-incrementation is always slower than pre-incrementation ! // void called when player click on auctioneer npc void WorldSession::HandleAuctionHelloOpcode(WorldPacket& recv_data) { ObjectGuid auctioneerGuid; // NPC guid recv_data >> auctioneerGuid; Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(auctioneerGuid, UNIT_NPC_FLAG_AUCTIONEER); if (!unit) { DEBUG_LOG("WORLD: HandleAuctionHelloOpcode - %s not found or you can't interact with him.", auctioneerGuid.GetString().c_str()); return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); SendAuctionHello(unit); } // this void causes that auction window is opened void WorldSession::SendAuctionHello(Unit* unit) { // always return pointer AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit); 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 SendPacket(&data); } // call this method when player bids, creates, or deletes auction void WorldSession::SendAuctionCommandResult(AuctionEntry* auc, AuctionAction Action, AuctionError ErrorCode, InventoryResult invError) { WorldPacket data(SMSG_AUCTION_COMMAND_RESULT, 16); data << uint32(auc ? auc->Id : 0); data << uint32(Action); data << uint32(ErrorCode); switch (ErrorCode) { case AUCTION_OK: if (Action == AUCTION_BID_PLACED) data << uint32(auc->GetAuctionOutBid()); // new AuctionOutBid? break; case AUCTION_ERR_INVENTORY: data << uint32(invError); break; case AUCTION_ERR_HIGHER_BID: data << ObjectGuid(HIGHGUID_PLAYER, auc->bidder); // new bidder guid data << uint32(auc->bid); // new bid data << uint32(auc->GetAuctionOutBid()); // new AuctionOutBid? break; default: break; } SendPacket(&data); } // this function sends notification, if bidder is online void WorldSession::SendAuctionBidderNotification(AuctionEntry* auction) { WorldPacket data(SMSG_AUCTION_BIDDER_NOTIFICATION, (8 * 4)); data << uint32(auction->GetHouseId()); data << uint32(auction->Id); data << ObjectGuid(HIGHGUID_PLAYER, auction->bidder); // if 0, client shows ERR_AUCTION_WON_S, else ERR_AUCTION_OUTBID_S data << uint32(auction->moneyDeliveryTime ? 0 : auction->bid); data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid? data << uint32(auction->itemTemplate); data << int32(auction->itemRandomPropertyId); SendPacket(&data); } // this void causes on client to display: "Your auction sold" void WorldSession::SendAuctionOwnerNotification(AuctionEntry* auction) { WorldPacket data(SMSG_AUCTION_OWNER_NOTIFICATION, (7 * 4)); data << uint32(auction->Id); data << uint32(auction->bid); // if 0, client shows ERR_AUCTION_EXPIRED_S, else ERR_AUCTION_SOLD_S (works only when guid==0) data << uint32(auction->GetAuctionOutBid()); // AuctionOutBid? ObjectGuid bidder_guid = ObjectGuid(); if (!auction->moneyDeliveryTime) // not sold yet bidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder); // bidder==0 and moneyDeliveryTime==0 for expired auctions, and client shows error messages as described above // if bidder!=0 client updates auctions with new bid, outbid and bidderGuid data << bidder_guid; // bidder guid data << uint32(auction->itemTemplate); // item entry data << uint32(auction->itemRandomPropertyId); float timeLeft = float(auction->moneyDeliveryTime - time(NULL)) / float(DAY); data << float(timeLeft); // time till money arrive? only used if bid != 0 SendPacket(&data); } // shows ERR_AUCTION_REMOVED_S void WorldSession::SendAuctionRemovedNotification(AuctionEntry* auction) { WorldPacket data(SMSG_AUCTION_REMOVED_NOTIFICATION, (3 * 4)); data << uint32(auction->Id); data << uint32(auction->itemTemplate); data << uint32(auction->itemRandomPropertyId); SendPacket(&data); } // this function sends mail to old bidder void WorldSession::SendAuctionOutbiddedMail(AuctionEntry* auction) { ObjectGuid oldBidder_guid = ObjectGuid(HIGHGUID_PLAYER, auction->bidder); Player* oldBidder = sObjectMgr.GetPlayer(oldBidder_guid); uint32 oldBidder_accId = 0; if (!oldBidder) oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid); // old bidder exist if (oldBidder || oldBidder_accId) { std::ostringstream msgAuctionOutbiddedSubject; msgAuctionOutbiddedSubject << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << AUCTION_OUTBIDDED << ":" << auction->Id << ":" << auction->itemCount; if (oldBidder) oldBidder->GetSession()->SendAuctionBidderNotification(auction); MailDraft(msgAuctionOutbiddedSubject.str(), "") // TODO: fix body .SetMoney(auction->bid) .SendMailTo(MailReceiver(oldBidder, oldBidder_guid), auction, MAIL_CHECK_MASK_COPIED); } } // this function sends mail, when auction is cancelled to old bidder 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) bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid); // bidder exist if (bidder || bidder_accId) { std::ostringstream msgAuctionCancelledSubject; msgAuctionCancelledSubject << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << AUCTION_CANCELLED_TO_BIDDER << ":" << auction->Id << ":" << auction->itemCount; if (bidder) bidder->GetSession()->SendAuctionRemovedNotification(auction); MailDraft(msgAuctionCancelledSubject.str(), "") // TODO: fix body .SetMoney(auction->bid) .SendMailTo(MailReceiver(bidder, bidder_guid), auction, MAIL_CHECK_MASK_COPIED); } } AuctionHouseEntry const* WorldSession::GetCheckedAuctionHouseForAuctioneer(ObjectGuid guid) { Unit* auctioneer = NULL; // GM case if (guid == GetPlayer()->GetObjectGuid()) { // command case will return only if player have real access to command // using special access modes (1,-1) done at mode set in command, so not need recheck if (GetPlayer()->GetAuctionAccessMode() == 0 && !ChatHandler(GetPlayer()).FindCommand("auction")) { DEBUG_LOG("%s attempt open auction in cheating way.", guid.GetString().c_str()); return NULL; } auctioneer = GetPlayer(); } // auctioneer case else { auctioneer = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER); if (!auctioneer) { DEBUG_LOG("Auctioneer %s accessed in cheating way.", guid.GetString().c_str()); return NULL; } } // always return pointer return AuctionHouseMgr::GetAuctionHouseEntry(auctioneer); } // this void creates new auction and adds auction to some auctionhouse void WorldSession::HandleAuctionSellItem(WorldPacket& recv_data) { DEBUG_LOG("WORLD: HandleAuctionSellItem"); ObjectGuid auctioneerGuid; uint32 etime, bid, buyout, itemCount; GuidVector guids; std::vector stackSizes; recv_data >> auctioneerGuid; recv_data >> itemCount; if (itemCount > MAX_BAG_SIZE * 5) { recv_data.rpos(recv_data.wpos()); // should not happen return; } guids.resize(itemCount); stackSizes.resize(itemCount); for (uint32 i = 0; i < itemCount; ++i) { recv_data >> guids[i]; // item guid recv_data >> stackSizes[i]; // stack size } recv_data >> bid; recv_data >> buyout; recv_data >> etime; if (!bid || !etime) return; // check for cheaters Player* pl = GetPlayer(); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // client send time in minutes, convert to common used sec time etime *= MINUTE; // client understand only 3 auction time switch (etime) { case 1*MIN_AUCTION_TIME: case 2*MIN_AUCTION_TIME: case 4*MIN_AUCTION_TIME: break; default: return; } // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); for (uint32 i = 0; i < itemCount; ++i) { ObjectGuid itemGuid = guids[i]; if (!itemGuid) continue; uint32 stackSize = stackSizes[i]; Item* it = pl->GetItemByGuid(itemGuid); // do not allow to sell already auctioned items if (sAuctionMgr.GetAItem(itemGuid.GetCounter())) { sLog.outError("AuctionError, %s is sending %s, but item is already in another auction", pl->GetGuidStr().c_str(), itemGuid.GetString().c_str()); SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); continue; } // prevent sending bag with items (cheat: can be placed in bag after adding equipped empty bag to auction) if (!it) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_ITEM_NOT_FOUND); continue; } if (!it->CanBeTraded()) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); continue; } if ((it->GetProto()->Flags & ITEM_FLAG_CONJURED) || it->GetUInt32Value(ITEM_FIELD_DURATION)) { SendAuctionCommandResult(NULL, AUCTION_STARTED, AUCTION_ERR_INVENTORY, EQUIP_ERR_CANNOT_TRADE_THAT); continue; } // check money for 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)) { 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) stackSize = 1; if (stackSize > it->GetMaxStackCount()) // too big stack size stackSize = it->GetMaxStackCount(); if (!pl->HasItemCount(it->GetEntry(), stackSize)) // not enough items continue; Item* newItem = it->CloneItem(stackSize); pl->DestroyItemCount(it, stackSize, true); pl->ModifyMoney(-int32(deposit)); AuctionEntry* AH = auctionHouse->AddAuction(auctionHouseEntry, newItem, etime, bid, buyout, deposit, pl); DETAIL_LOG("selling %s to auctioneer %s with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", itemGuid.GetString().c_str(), auctioneerGuid.GetString().c_str(), bid, buyout, etime, auctionHouseEntry->houseId); SendAuctionCommandResult(AH, AUCTION_STARTED, AUCTION_OK); GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); } } // this function is called when client bids or buys out auction void WorldSession::HandleAuctionPlaceBid(WorldPacket& recv_data) { DEBUG_LOG("WORLD: HandleAuctionPlaceBid"); ObjectGuid auctioneerGuid; uint32 auctionId; uint32 price; recv_data >> auctioneerGuid; recv_data >> auctionId >> price; if (!auctionId || !price) return; // check for cheaters AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death 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()) { // you cannot bid your own auction: SendAuctionCommandResult(NULL, AUCTION_BID_PLACED, AUCTION_ERR_BID_OWN); return; } ObjectGuid ownerGuid = ObjectGuid(HIGHGUID_PLAYER, auction->owner); // impossible have online own another character (use this for speedup check in case online owner) Player* auction_owner = sObjectMgr.GetPlayer(ownerGuid); 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); return; } // cheating or client lags if (price <= auction->bid) { // client test but possible in result lags SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_ERR_HIGHER_BID); return; } // price too low for next bid if not buyout if ((price < auction->buyout || auction->buyout == 0) && price < auction->bid + auction->GetAuctionOutBid()) { // client test but possible in result lags SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_ERR_BID_INCREMENT); return; } if (price > pl->GetMoney()) { // you don't have enough money!, client tests! // SendAuctionCommandResult(auction->auctionId, AUCTION_ERR_INVENTORY, EQUIP_ERR_NOT_ENOUGH_MONEY); return; } // cheating if (price < auction->startbid) return; SendAuctionCommandResult(auction, AUCTION_BID_PLACED, AUCTION_OK); if (auction->UpdateBid(price, pl)) pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, price); else pl->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout); } // this void is called when auction_owner cancels his auction void WorldSession::HandleAuctionRemoveItem(WorldPacket& recv_data) { DEBUG_LOG("WORLD: HandleAuctionRemoveItem"); ObjectGuid auctioneerGuid; uint32 auctionId; recv_data >> auctioneerGuid; recv_data >> auctionId; //DEBUG_LOG("Cancel AUCTION AuctionID: %u", auctionId); AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death 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()) { SendAuctionCommandResult(NULL, AUCTION_REMOVED, AUCTION_ERR_DATABASE); sLog.outError("CHEATER : %u, he tried to cancel auction (id: %u) of another player, or auction is NULL", pl->GetGUIDLow(), auctionId); return; } Item* pItem = sAuctionMgr.GetAItem(auction->itemGuidLow); if (!pItem) { 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); return; } if (auction->bid) // If we have a bid, 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 return; if (auction->bidder) // if auction have real existed bidder send mail SendAuctionCancelledToBidderMail(auction); pl->ModifyMoney(-int32(auctionCut)); } // Return the item by mail std::ostringstream msgAuctionCanceledOwner; msgAuctionCanceledOwner << auction->itemTemplate << ":" << auction->itemRandomPropertyId << ":" << AUCTION_CANCELED << ":" << auction->Id << ":" << auction->itemCount; // item will deleted or added to received mail list MailDraft(msgAuctionCanceledOwner.str(), "") // TODO: fix body .AddItem(pItem) .SendMailTo(pl, auction, MAIL_CHECK_MASK_COPIED); // inform player, that auction is removed 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); delete auction; } // called when player lists his bids void WorldSession::HandleAuctionListBidderItems(WorldPacket& recv_data) { DEBUG_LOG("WORLD: HandleAuctionListBidderItems"); ObjectGuid auctioneerGuid; // NPC guid uint32 listfrom; // page of auctions uint32 outbiddedCount; // count of outbidded auctions 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)) { 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; } AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death if (GetPlayer()->hasUnitState(UNIT_STAT_DIED)) GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); 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 { --outbiddedCount; uint32 outbiddedAuctionId; recv_data >> outbiddedAuctionId; AuctionEntry* auction = auctionHouse->GetAuction(outbiddedAuctionId); if (auction && auction->BuildAuctionInfo(data)) { ++totalcount; ++count; } } auctionHouse->BuildListBidderItems(data, pl, count, totalcount); data.put(0, count); // add count to placeholder data << uint32(totalcount); 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) { DEBUG_LOG("WORLD: HandleAuctionListOwnerItems"); ObjectGuid auctioneerGuid; uint32 listfrom; recv_data >> auctioneerGuid; recv_data >> listfrom; // not used in fact (this list not have page control in client) AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // remove fake death 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 uint32 count = 0; uint32 totalcount = 0; auctionHouse->BuildListOwnerItems(data, _player, count, totalcount); data.put(0, count); data << uint32(totalcount); 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) { DEBUG_LOG("WORLD: HandleAuctionListItems"); ObjectGuid auctioneerGuid; std::string searchedname; uint8 levelmin, levelmax, usable, isFull, sortCount; uint32 listfrom, auctionSlotID, auctionMainCategory, auctionSubCategory, quality; recv_data >> auctioneerGuid; recv_data >> listfrom; // start, used for page control listing by 50 elements recv_data >> searchedname; recv_data >> levelmin >> levelmax; 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) { 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); if (!auctionHouseEntry) return; // always return pointer AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap(auctionHouseEntry); // Sort AuctionHouseObject::AuctionEntryMap const& aucs = auctionHouse->GetAuctions(); std::vector auctions; auctions.reserve(aucs.size()); for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = aucs.begin(); itr != aucs.end(); ++itr) auctions.push_back(itr->second); AuctionSorter sorter(Sort, GetPlayer()); std::sort(auctions.begin(), auctions.end(), sorter); // remove fake death 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)); 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)) return; wstrToLower(wsearchedname); BuildListAuctionItems(auctions, data, wsearchedname, listfrom, levelmin, levelmax, usable, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, count, totalcount, isFull); data.put(0, count); data << uint32(totalcount); data << uint32(300); // 2.3.0 delay for next isFull request? SendPacket(&data); } void WorldSession::HandleAuctionListPendingSales(WorldPacket& recv_data) { DEBUG_LOG("CMSG_AUCTION_LIST_PENDING_SALES"); ObjectGuid auctioneerGuid; recv_data >> auctioneerGuid; // auctioneer guid AuctionHouseEntry const* auctionHouseEntry = GetCheckedAuctionHouseForAuctioneer(auctioneerGuid); if (!auctionHouseEntry) return; uint32 count = 0; WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4); data << uint32(count); // count // pending list include all auction house entries for character for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i) sAuctionMgr.GetAuctionsMap(AuctionHouseType(i))->BuildListPendingSales(data, _player, count); data.put(0, count); SendPacket(&data); }