Ejemplo n.º 1
0
/**
 * Handles the Packet sent by the client when returning a mail to sender.
 * This method is called when a player chooses to return a mail to its sender.
 * It will create a new MailDraft and add the items, money, etc. associated with the mail
 * and then send the mail to the original sender.
 *
 * @param recv_data The packet containing information about the mail being returned.
 *
 */
void WorldSession::HandleMailReturnToSender(WorldPacket & recv_data )
{
    uint64 mailbox;
    uint32 mailId;
    recv_data >> mailbox;
    recv_data >> mailId;
    recv_data.read_skip<uint64>();                          // original sender GUID for return to, not used

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    Player *pl = _player;
    Mail *m = pl->GetMail(mailId);
    if(!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    //we can return mail now
    //so firstly delete the old one
    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mailId);
                                                            // needed?
    CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mailId);
    CharacterDatabase.CommitTransaction();
    pl->RemoveMail(mailId);

    // send back only to existing players and simple drop for other cases
    if (m->messageType == MAIL_NORMAL && m->sender)
    {
        MailDraft draft(m->subject, m->body);
        if (m->mailTemplateId)
            draft = MailDraft(m->mailTemplateId, false);    // items already included

        if(m->HasItems())
        {
            for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
            {
                if(Item *item = pl->GetMItem(itr2->item_guid))
                    draft.AddItem(item);

                pl->RemoveMItem(itr2->item_guid);
            }
        }

        draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender);
    }

    delete m;                                               // we can deallocate old mail
    pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
Ejemplo n.º 2
0
void WorldSession::HandleReturnToSender(WorldPacket & recv_data )
{
    uint64 mailbox;
    uint32 mailId;
    recv_data >> mailbox;
    recv_data >> mailId;
    Player *pl = _player;
    Mail *m = pl->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
    //we can return mail now
    //so firstly delete the old one
    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mailId);
    // needed?
    CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mailId);
    CharacterDatabase.CommitTransaction();
    pl->RemoveMail(mailId);

    MailItemsInfo mi;

    if (m->HasItems())
    {
        for (std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
        {
            Item *item = pl->GetMItem(itr2->item_guid);
            if (item)
                mi.AddItem(item);
            else
            {
                //WTF?
            }

            pl->RemoveMItem(itr2->item_guid);
        }
    }

    if (m->sender == auctionbot.GetAHBplayerGUID())
    {
        SendReturnToSender(MAIL_CREATURE, GetAccountId(), m->receiver, m->sender, m->subject, m->itemTextId, &mi, m->money, m->mailTemplateId);
    }
    else
    {
        SendReturnToSender(MAIL_NORMAL, GetAccountId(), m->receiver, m->sender, m->subject, m->itemTextId, &mi, m->money, m->mailTemplateId);
    }

    delete m;                                               //we can deallocate old mail
    pl->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
Ejemplo n.º 3
0
void WorldSession::HandleMailReturnToSender(WorldPackets::Mail::MailReturnToSender& packet)
{
    //TODO: find a proper way to replace this check. Idea: Save Guid form MailGetList until CMSG_CLOSE_INTERACTION is sent
    /*if (!CanOpenMailBox(mailbox))
        return;*/

    Player* player = _player;
    Mail* m = player->GetMail(packet.MailID);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr) || m->sender != packet.SenderGUID.GetCounter())
    {
        player->SendMailResult(packet.MailID, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
    //we can return mail now, so firstly delete the old one
    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
    stmt->setUInt32(0, packet.MailID);
    trans->Append(stmt);

    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
    stmt->setUInt32(0, packet.MailID);
    trans->Append(stmt);

    player->RemoveMail(packet.MailID);

    // only return mail if the player exists (and delete if not existing)
    if (m->messageType == MAIL_NORMAL && m->sender)
    {
        MailDraft draft(m->subject, m->body);
        if (m->mailTemplateId)
            draft = MailDraft(m->mailTemplateId, false);     // items already included

        if (m->HasItems())
        {
            for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
            {
                if (Item* const item = player->GetMItem(itr2->item_guid))
                    draft.AddItem(item);
                player->RemoveMItem(itr2->item_guid);
            }
        }
        draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender, trans);
    }

    CharacterDatabase.CommitTransaction(trans);

    delete m;                                               //we can deallocate old mail
    player->SendMailResult(packet.MailID, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
Ejemplo n.º 4
0
//called when player takes item attached in mail
void WorldSession::HandleTakeItem(WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8+4+4);

    uint64 mailbox;
    uint32 mailId;
    uint32 itemId;
    recv_data >> mailbox;
    recv_data >> mailId;
    recv_data >> itemId;                                    // item guid low?
    Player* pl = _player;

    Mail* m = pl->GetMail(mailId);
    if(!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if(pl->GetMoney() < m->COD)
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item *it = pl->GetMItem(itemId);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem( NULL_BAG, NULL_SLOT, dest, it, false );
    if( msg == EQUIP_ERR_OK )
    {
        m->RemoveItem(itemId);
        m->removedItems.push_back(itemId);

        if (m->COD > 0)                                     //if there is COD, take COD money from player and send them to sender by mail
        {
            uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER);
            Player *receive = objmgr.GetPlayer(sender_guid);

            uint32 sender_accId = 0;

            if( GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_GM_LOG_TRADE) )
            {
                std::string sender_name;
                if(receive)
                {
                    sender_accId = receive->GetSession()->GetAccountId();
                    sender_name = receive->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = objmgr.GetPlayerAccountIdByGUID(sender_guid);

                    if(!objmgr.GetPlayerNameByGUID(sender_guid,sender_name))
                        sender_name = objmgr.GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog.outCommand(GetAccountId(),"GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
                    GetPlayerName(),GetAccountId(),it->GetProto()->Name1,it->GetEntry(),it->GetCount(),m->COD,sender_name.c_str(),sender_accId);
            }
            else if(!receive)
                sender_accId = objmgr.GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if(receive || sender_accId)
            {
                WorldSession::SendMailTo(receive, MAIL_NORMAL, MAIL_STATIONERY_NORMAL, m->receiver, m->sender, m->subject, 0, NULL, m->COD, 0, MAIL_CHECK_MASK_COD_PAYMENT);
            }

            pl->ModifyMoney( -int32(m->COD) );
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        pl->m_mailsUpdated = true;
        pl->RemoveMItem(it->GetGUIDLow());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        pl->MoveItemToInventory(dest,it,true);

        CharacterDatabase.BeginTransaction();
        pl->SaveInventoryAndGoldToDB();
        pl->_SaveMail();
        CharacterDatabase.CommitTransaction();

        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
    else
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_BAG_FULL, msg);
}
Ejemplo n.º 5
0
/**
 * Handles the packet sent by the client when taking an item from the mail.
 */
void WorldSession::HandleMailTakeItem(WorldPacket& recv_data)
{
    ObjectGuid mailboxGuid;
    uint32 mailId;
    recv_data >> mailboxGuid;
    recv_data >> mailId;

    if (!CheckMailBox(mailboxGuid))
        return;

    Player* pl = _player;

    Mail* m = pl->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (pl->GetMoney() < m->COD)
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    uint32 itemId = m->items[0].item_template;
    uint32 itemGuid = m->items[0].item_guid;

    Item* it = pl->GetMItem(itemGuid);

    ItemPosCountVec dest;
    InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        m->RemoveItem(itemGuid);
        m->removedItems.push_back(itemGuid);

        if (m->COD > 0)                                     // if there is COD, take COD money from player and send them to sender by mail
        {
            ObjectGuid sender_guid = ObjectGuid(HIGHGUID_PLAYER, m->sender);
            Player* sender = sObjectMgr.GetPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
            {
                std::string sender_name;
                if (sender)
                {
                    sender_accId = sender->GetSession()->GetAccountId();
                    sender_name = sender->GetName();
                }
                else if (sender_guid)
                {
                    // can be calculated early
                    sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

                    if (!sObjectMgr.GetPlayerNameByGUID(sender_guid, sender_name))
                        sender_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog.outCommand(GetAccountId(), "GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
                                GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if (!sender)
                sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (sender || sender_accId)
            {
                MailDraft(m->subject)
                .SetMoney(m->COD)
                .SendMailTo(MailReceiver(sender, sender_guid), _player, MAIL_CHECK_MASK_COD_PAYMENT);
            }

            // pl->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        pl->m_mailsUpdated = true;
        pl->RemoveMItem(it->GetGUIDLow());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        pl->MoveItemToInventory(dest, it, true);

        CharacterDatabase.BeginTransaction();
        pl->SaveInventoryAndGoldToDB();
        pl->_SaveMail();
        CharacterDatabase.CommitTransaction();

        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
    else
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
Ejemplo n.º 6
0
//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPacket& recvData)
{
    uint64 mailbox;
    uint32 mailId;
    uint32 itemId;
    recvData >> mailbox;
    recvData >> mailId;
    recvData >> itemId;                                    // item guid low

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    Player* player = _player;

    Mail* m = player->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (!player->HasEnoughMoney(m->COD))
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item* it = player->GetMItem(itemId);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        m->RemoveItem(itemId);
        m->removedItems.push_back(itemId);

        if (m->COD > 0)                                     //if there is COD, take COD money from player and send them to sender by mail
        {
            uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER);
            Player* receiver = ObjectAccessor::FindPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (HasPermission(RBAC_PERM_LOG_GM_TRADE))
            {
                std::string sender_name;
                if (receiver)
                {
                    sender_accId = receiver->GetSession()->GetAccountId();
                    sender_name = receiver->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid);

                    if (!sObjectMgr->GetPlayerNameByGUID(sender_guid, sender_name))
                        sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
                    GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->Name1.c_str(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if (!receiver)
                sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (receiver || sender_accId)
            {
                MailDraft(m->subject, "")
                    .AddMoney(m->COD)
                    .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);
            }

            player->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->RemoveMItem(it->GetGUIDLow());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        it->SetState(ITEM_UNCHANGED);                       // need to set this state, otherwise item cannot be removed later, if neccessary
        player->MoveItemToInventory(dest, it, true);

        player->SaveInventoryAndGoldToDB(trans);
        player->_SaveMail(trans);
        CharacterDatabase.CommitTransaction(trans);

        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
    else
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
Ejemplo n.º 7
0
void WorldSession::HandleMailReturnToSender(WorldPacket& recvData)
{
    uint64 mailbox;
    uint32 mailId;
    recvData >> mailbox;
    recvData >> mailId;
    recvData.read_skip<uint64>();                          // original sender GUID for return to, not used

    if (!GetPlayer()->GetGameObjectIfCanInteractWith(mailbox, GAMEOBJECT_TYPE_MAILBOX))
        return;

    Player* player = _player;
    Mail* m = player->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        player->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
    //we can return mail now
    //so firstly delete the old one
    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
    stmt->setUInt32(0, mailId);
    trans->Append(stmt);

    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
    stmt->setUInt32(0, mailId);
    trans->Append(stmt);

    player->RemoveMail(mailId);

    // only return mail if the player exists (and delete if not existing)
    if (m->messageType == MAIL_NORMAL && m->sender)
    {
        MailDraft draft(m->subject, m->body);
        if (m->mailTemplateId)
            draft = MailDraft(m->mailTemplateId, false);     // items already included

        if (m->HasItems())
        {
            for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
            {
                Item* item = player->GetMItem(itr2->item_guid);
                if (item)
                    draft.AddItem(item);
                else
                {
                    //WTF?
                }

                player->RemoveMItem(itr2->item_guid);
            }
        }
        draft.AddMoney(m->money).SendReturnToSender(GetAccountId(), m->receiver, m->sender, trans);
    }

    CharacterDatabase.CommitTransaction(trans);

    delete m;                                               //we can deallocate old mail
    player->SendMailResult(mailId, MAIL_RETURNED_TO_SENDER, MAIL_OK);
}
Ejemplo n.º 8
0
//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPacket & recvData)
{
    uint64 mailbox;
    uint32 mailId;
    uint32 itemId;
    recvData >> mailbox;
    recvData >> mailId;
    recvData >> itemId;                                    // item guid low

    if (!CanOpenMailBox(mailbox))
        return;

    Player* player = _player;

    Mail* m = player->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(NULL))
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }
  
    // verify that the mail has the item to avoid cheaters taking COD items without paying
	bool foundItem = false;
	for (std::vector<MailItemInfo>::const_iterator itr = m->items.begin(); itr != m->items.end(); ++itr)
		if (itr->item_guid == itemId)
		{
			foundItem = true;
			break;
		}
    if (!foundItem)
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (!player->HasEnoughMoney(m->COD))
    {
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item* it = player->GetMItem(itemId);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        m->RemoveItem(itemId);
        m->removedItems.push_back(itemId);

        if (m->COD > 0) // if there is COD, take COD money from player and send them to sender by mail
        {
            uint64 sender_guid = MAKE_NEW_GUID(m->sender, 0, HIGHGUID_PLAYER);
            uint32 sender_accId = 0;
            Player* sender = ObjectAccessor::FindPlayerInOrOutOfWorld(sender_guid);
			if (sender)
				sender_accId = sender->GetSession()->GetAccountId();
			else
                sender_accId = sObjectMgr->GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (sender || sender_accId)
            {
                MailDraft(m->subject, "")
                    .AddMoney(m->COD)
                    .SendMailTo(trans, MailReceiver(sender, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);

				if( m->COD >= 10*GOLD )
				{
					std::string senderName;
					if (!sObjectMgr->GetPlayerNameByGUID(sender_guid, senderName))
						senderName = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
					std::string subj = m->subject;
					CleanStringForMysqlQuery(subj);
					CharacterDatabase.PExecute("INSERT INTO log_money VALUES(%u, %u, \"%s\", \"%s\", %u, \"%s\", %u, \"<COD> %s\", NOW())", GetAccountId(), player->GetGUIDLow(), player->GetName().c_str(), player->GetSession()->GetRemoteAddress().c_str(), sender_accId, senderName.c_str(), m->COD, subj.c_str());
				}
            }

            player->ModifyMoney(-int32(m->COD));
        }

        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->RemoveMItem(it->GetGUIDLow());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        it->SetState(ITEM_UNCHANGED);                       // need to set this state, otherwise item cannot be removed later, if neccessary
        player->MoveItemToInventory(dest, it, true);

        player->SaveInventoryAndGoldToDB(trans);
        player->_SaveMail(trans);
        CharacterDatabase.CommitTransaction(trans);

        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
    else
        player->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
Ejemplo n.º 9
0
//called when player takes item attached in mail
void WorldSession::HandleMailTakeItem(WorldPackets::Mail::MailTakeItem& packet)
{
    uint32 AttachID = packet.AttachID;

    if (!CanOpenMailBox(packet.Mailbox))
        return;

    Player* player = _player;

    Mail* m = player->GetMail(packet.MailID);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr))
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // verify that the mail has the item to avoid cheaters taking COD items without paying
    if (std::find_if(m->items.begin(), m->items.end(), [AttachID](MailItemInfo info){ return info.item_guid == AttachID; }) == m->items.end())
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (!player->HasEnoughMoney(uint64(m->COD)))
    {
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Item* it = player->GetMItem(packet.AttachID);

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        m->RemoveItem(packet.AttachID);
        m->removedItems.push_back(packet.AttachID);

        if (m->COD > 0)                                     //if there is COD, take COD money from player and send them to sender by mail
        {
            ObjectGuid sender_guid = ObjectGuid::Create<HighGuid::Player>(m->sender);
            Player* receiver = ObjectAccessor::FindConnectedPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (HasPermission(rbac::RBAC_PERM_LOG_GM_TRADE))
            {
                std::string sender_name;
                if (receiver)
                {
                    sender_accId = receiver->GetSession()->GetAccountId();
                    sender_name = receiver->GetName();
                }
                else
                {
                    // can be calculated early
                    sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid);

                    if (!ObjectMgr::GetPlayerNameByGUID(sender_guid, sender_name))
                        sender_name = sObjectMgr->GetTrinityStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog->outCommand(GetAccountId(), "GM %s (Account: %u) receiver mail item: %s (Entry: %u Count: %u) and send COD money: " UI64FMTD " to player: %s (Account: %u)",
                    GetPlayerName().c_str(), GetAccountId(), it->GetTemplate()->GetDefaultLocaleName(), it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if (!receiver)
                sender_accId = ObjectMgr::GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (receiver || sender_accId)
            {
                MailDraft(m->subject, "")
                    .AddMoney(m->COD)
                    .SendMailTo(trans, MailReceiver(receiver, m->sender), MailSender(MAIL_NORMAL, m->receiver), MAIL_CHECK_MASK_COD_PAYMENT);
            }

            player->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        player->m_mailsUpdated = true;
        player->RemoveMItem(it->GetGUID().GetCounter());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        it->SetState(ITEM_UNCHANGED);                       // need to set this state, otherwise item cannot be removed later, if neccessary
        player->MoveItemToInventory(dest, it, true);

        player->SaveInventoryAndGoldToDB(trans);
        player->_SaveMail(trans);
        CharacterDatabase.CommitTransaction(trans);

        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_OK, 0, packet.AttachID, count);
    }
    else
        player->SendMailResult(packet.MailID, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}