//this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems(WorldPacket & recv_data)
{
    uint32 listfrom;
    uint64 guid;

    recv_data >> guid;
    recv_data >> listfrom;                                  // not used in fact (this list not have page control in client)

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
    if (!pCreature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionListOwnerItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(pCreature->getFaction());

    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<uint32>(0, count);
    data << (uint32)totalcount;
    data << (uint32)300;
    SendPacket(&data);
}
//this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");

    uint32 listfrom;
    ObjectGuid guid;

    recvData >> guid;
    recvData >> listfrom;                                  // not used in fact (this list not have page control in client)

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionListOwnerItems - %s not found or you can't interact with him.", guid.ToString().c_str());
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    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<uint32>(0, count);
    data << (uint32) totalcount;
    data << (uint32) 0;
    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);

    WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT, (4 + 4));
    data << (uint32) 0;                                     // amount place holder

    uint32 count = 0;
    uint32 totalcount = 0;

    auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
    data.put<uint32>(0, count);
    data << uint32(totalcount);
    SendPacket(data);
}
Exemple #4
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// 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<uint32>(0, count);
    data << uint32(totalcount);
    data << uint32(0);                                      // 2.3.0 delay for next list request?
    SendPacket(&data);
}
//this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems(WorldPacket& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");

    uint32 listfrom;
    ObjectGuid auctioneer;

    recvData >> auctioneer;
    recvData >> listfrom;                                       // not used in fact (this list not have page control in client)

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionListOwnerItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    uint32 count = 0;
    uint32 totalcount = 0;

    WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT, 500);      // guess size
    data << uint32(0);                                          // amount place holder
    data << uint32(AUCTION_SEARCH_DELAY);
    data << uint32(totalcount);
    auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
    data.put<uint32>(0, count);
    SendPacket(&data);
}
//this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems(WorldPacket& recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");

    uint32 listfrom;
    ObjectGuid guid;

    recvData >> listfrom;
    guid[5] = recvData.ReadBit();
    guid[7] = recvData.ReadBit();
    guid[3] = recvData.ReadBit();
    guid[0] = recvData.ReadBit();
    guid[2] = recvData.ReadBit();
    guid[6] = recvData.ReadBit();
    guid[1] = recvData.ReadBit();
    guid[4] = recvData.ReadBit();
    recvData.ReadByteSeq(guid[4]);
    recvData.ReadByteSeq(guid[3]);
    recvData.ReadByteSeq(guid[5]);
    recvData.ReadByteSeq(guid[7]);
    recvData.ReadByteSeq(guid[6]);
    recvData.ReadByteSeq(guid[0]);
    recvData.ReadByteSeq(guid[2]);
    recvData.ReadByteSeq(guid[1]);

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionListOwnerItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

   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<uint32>(0, count);
    data << uint32(totalcount);
    data << uint32(0);
    SendPacket(&data);
}
void WorldSession::HandleAuctionListPendingSales(WorldPacket& recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_PENDING_SALES");

    recvData.read_skip<uint64>();
	    
    WorldPacket data(SMSG_AUCTION_LIST_PENDING_SALES, 4);
    data << uint32(0);                                     // amount place holder

    uint32 count = 0;
    uint32 totalcount = 0;
    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(GetPlayer()->getFaction());
    auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
    data.put<uint32>(0, count);
    data << uint32(totalcount);
    data << uint32(0);
    //SendPacket(&data); NEED TO FIND THE CORRECT VALUES TO SEND (HAS TO BE SOMETHING DIFFERENT THAN THE OWNER OPCODE) ...
}
//this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems(WorldPacket& recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");

    uint32 listfrom;
    ObjectGuid guid;

    recvData >> listfrom;                                  // not used in fact (this list not have page control in client)

    uint8 bitOrder[8] = { 6, 0, 7, 2, 3, 1, 5, 4 };
    recvData.ReadBitInOrder(guid, bitOrder);
    recvData.FlushBits();

    uint8 byteOrder[8] = { 2, 5, 6, 4, 3, 7, 1, 0 };
    recvData.ReadBytesSeq(guid, byteOrder);

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionListOwnerItems - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    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<uint32>(0, count);
    data << uint32(totalcount);
    data << uint32(0);
    SendPacket(&data);
}
//this void sends player info about his auctions
void WorldSession::HandleAuctionListOwnerItems(WorldPackets::AuctionHouse::AuctionListOwnerItems& packet)
{
    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(packet.Auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        TC_LOG_DEBUG("network", "WORLD: HandleAuctionListOwnerItems - %s not found or you can't interact with him.", packet.Auctioneer.ToString().c_str());
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    WorldPackets::AuctionHouse::AuctionListOwnerItemsResult result;

    auctionHouse->BuildListOwnerItems(result, _player, result.TotalCount);
    result.DesiredDelay = 300;
    SendPacket(result.Write());
}
//this void creates new auction and adds auction to some auctionhouse
void WorldSession::HandleAuctionSellItem(WorldPacket& recvData)
{
    ObjectGuid auctioneer;
    uint64 bid, buyout;
    uint32 itemsCount, etime;

    recvData >> bid >> etime >> buyout;
    auctioneer[2] = recvData.ReadBit();
    auctioneer[6] = recvData.ReadBit();
    auctioneer[5] = recvData.ReadBit();
    auctioneer[3] = recvData.ReadBit();
    auctioneer[1] = recvData.ReadBit();
    auctioneer[4] = recvData.ReadBit();
    auctioneer[7] = recvData.ReadBit();
    auctioneer[0] = recvData.ReadBit();
    itemsCount = recvData.ReadBits(5);

    ObjectGuid itemGUIDs[MAX_AUCTION_ITEMS]; // 160 slot = 4x 36 slot bag + backpack 16 slot
    uint32 count[MAX_AUCTION_ITEMS];

    memset(itemGUIDs, 0, sizeof(itemGUIDs));

    if (itemsCount > MAX_AUCTION_ITEMS)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    for (uint8 i = 0; i < itemsCount; i++)
    {
        itemGUIDs[i][7] = recvData.ReadBit();
        itemGUIDs[i][3] = recvData.ReadBit();
        itemGUIDs[i][5] = recvData.ReadBit();
        itemGUIDs[i][1] = recvData.ReadBit();
        itemGUIDs[i][6] = recvData.ReadBit();
        itemGUIDs[i][2] = recvData.ReadBit();
        itemGUIDs[i][0] = recvData.ReadBit();
        itemGUIDs[i][4] = recvData.ReadBit();
    }

    recvData.FlushBits();

    for (uint8 i = 0; i < itemsCount; i++)
    {
        ObjectGuid guid = itemGUIDs[i];

        recvData.ReadByteSeq(guid[0]);
        recvData.ReadByteSeq(guid[2]);
        recvData.ReadByteSeq(guid[4]);
        recvData.ReadByteSeq(guid[5]);
        recvData.ReadByteSeq(guid[7]);
        recvData.ReadByteSeq(guid[3]);
        recvData.ReadByteSeq(guid[6]);
        recvData.ReadByteSeq(guid[1]);
        recvData >> count[i];

        for (uint32 j = 0; j < MAX_AUCTION_ITEMS; ++j)
        {
            if (guid != 0 && itemGUIDs[j] != 0 && guid == itemGUIDs[j])
            {
                // duplicate guid, cheating
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
                return;
            }
        }

        itemGUIDs[i] = guid;

        if (!itemGUIDs[i] || !count[i] || count[i] > 1000)
            return;
    }

    recvData.ReadByteSeq(auctioneer[3]);
    recvData.ReadByteSeq(auctioneer[5]);
    recvData.ReadByteSeq(auctioneer[1]);
    recvData.ReadByteSeq(auctioneer[2]);
    recvData.ReadByteSeq(auctioneer[0]);
    recvData.ReadByteSeq(auctioneer[7]);
    recvData.ReadByteSeq(auctioneer[6]);
    recvData.ReadByteSeq(auctioneer[4]);

    if (!bid || !etime)
        return;

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
        return;

    AuctionHouseEntry const* auctionHouseEntry = AuctionHouseMgr::GetAuctionHouseEntry(creature->getFaction());
    if (!auctionHouseEntry)
        return;

    etime *= MINUTE;

    switch (etime)
    {
    case 1 * MIN_AUCTION_TIME:
    case 2 * MIN_AUCTION_TIME:
    case 4 * MIN_AUCTION_TIME:
        break;
    default:
        return;
    }

    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item* items[MAX_AUCTION_ITEMS];

    uint32 finalCount = 0;
    uint32 true_item_entry = 0;

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = _player->GetItemByGuid(itemGUIDs[i]);

        if (!item)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_ITEM_NOT_FOUND);
            return;
        }

        if (!true_item_entry)
        {
            true_item_entry = item->GetEntry();
        }
        else
        {
            if (item->GetEntry() != true_item_entry)
            {
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_ITEM_NOT_FOUND);
                return;
            }
        }

        if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
                item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
                item->GetCount() < count[i])
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
            return;
        }

        items[i] = item;
        finalCount += count[i];
    }

    if (!finalCount)
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
        return;
    }

    if (!GetPlayer()->HasItemCount(true_item_entry, finalCount))
    {
        SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_ITEM_NOT_FOUND);
        return;
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        if (item->GetMaxStackCount() < finalCount)
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }

    for (uint32 i = 0; i < itemsCount; ++i)
    {
        Item* item = items[i];

        uint32 auctionTime = uint32(etime * sWorld->getRate(RATE_AUCTION_TIME));
        AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

        uint32 deposit = sAuctionMgr->GetAuctionDeposit(auctionHouseEntry, etime, item, finalCount);
        if (!_player->HasEnoughMoney((uint64)deposit))
        {
            SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_NOT_ENOUGH_MONEY);
            return;
        }

        _player->ModifyMoney(-int32(deposit));

        AuctionEntry* AH = new AuctionEntry;
        AH->Id = sObjectMgr->GenerateAuctionID();

        if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION))
            AH->auctioneer = 174444;
        else
            AH->auctioneer = GUID_LOPART(auctioneer);

        ASSERT(sObjectMgr->GetCreatureData(AH->auctioneer)); // Tentative de vendre un item a un pnj qui n'existe pas, mieux vaut crash ici sinon l'item en question risque de disparaitre tout simplement

        // Required stack size of auction matches to current item stack size, just move item to auctionhouse
        if (itemsCount == 1 && item->GetCount() == count[i])
        {
            if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
            {
                sLog->outCommand(GetAccountId(), "", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName(), 0, "", 0, "",
                                 "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                                 GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
            }

            AH->itemGUIDLow = item->GetGUIDLow();
            AH->itemEntry = item->GetEntry();
            AH->itemCount = item->GetCount();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outInfo(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName(), _player->GetGUIDLow(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetGUIDLow(), AH->auctioneer, item->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
            sAuctionMgr->AddAItem(item);
            auctionHouse->AddAuction(AH);

            _player->MoveItemFromInventory(item->GetBagSlot(), item->GetSlot(), true);

            SQLTransaction trans = CharacterDatabase.BeginTransaction();
            item->DeleteFromInventoryDB(trans);
            item->SaveToDB(trans);
            AH->SaveToDB(trans);
            _player->SaveInventoryAndGoldToDB(trans);
            CharacterDatabase.CommitTransaction(trans);

            SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);


            WorldPacket data(SMSG_AUCTION_OWNER_LIST_RESULT);
            data << uint32(0);                                     // amount place holder

            uint32 count = 0;
            uint32 totalcount = 0;

            auctionHouse->BuildListOwnerItems(data, _player, count, totalcount);
            data.put<uint32>(0, count);
            data << uint32(totalcount);
            data << uint32(0);
            SendPacket(&data);


            GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
        else // Required stack size of auction does not match to current item stack size, clone item and set correct stack size
        {
            Item* newItem = item->CloneItem(finalCount, _player);
            if (!newItem)
            {
                sLog->outError(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Could not create clone of item %u", item->GetEntry());
                SendAuctionCommandResult(NULL, AUCTION_SELL_ITEM, 0, ERR_AUCTION_DATABASE_ERROR);
                return;
            }

            if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
            {
                sLog->outCommand(GetAccountId(), "", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName(), 0, "", 0, "",
                                 "GM %s (Account: %u) create auction: %s (Entry: %u Count: %u)",
                                 GetPlayerName().c_str(), GetAccountId(), item->GetTemplate()->Name1.c_str(), item->GetEntry(), item->GetCount());
            }

            AH->itemGUIDLow = newItem->GetGUIDLow();
            AH->itemEntry = newItem->GetEntry();
            AH->itemCount = newItem->GetCount();
            AH->owner = _player->GetGUIDLow();
            AH->startbid = bid;
            AH->bidder = 0;
            AH->bid = 0;
            AH->buyout = buyout;
            AH->expire_time = time(NULL) + auctionTime;
            AH->deposit = deposit;
            AH->auctionHouseEntry = auctionHouseEntry;

            sLog->outInfo(LOG_FILTER_NETWORKIO, "CMSG_AUCTION_SELL_ITEM: Player %s (guid %d) is selling item %s entry %u (guid %d) to auctioneer %u with count %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", _player->GetName(), _player->GetGUIDLow(), newItem->GetTemplate()->Name1.c_str(), newItem->GetEntry(), newItem->GetGUIDLow(), AH->auctioneer, newItem->GetCount(), bid, buyout, auctionTime, AH->GetHouseId());
            sAuctionMgr->AddAItem(newItem);
            auctionHouse->AddAuction(AH);

            for (uint32 j = 0; j < itemsCount; ++j)
            {
                Item* item2 = items[j];

                // Item stack count equals required count, ready to delete item - cloned item will be used for auction
                if (item2->GetCount() == count[j])
                {
                    _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);

                    SQLTransaction trans = CharacterDatabase.BeginTransaction();
                    item2->DeleteFromInventoryDB(trans);
                    item2->DeleteFromDB(trans);
                    CharacterDatabase.CommitTransaction(trans);
                }
                else // Item stack count is bigger than required count, update item stack count and save to database - cloned item will be used for auction
                {
                    item2->SetCount(item2->GetCount() - count[j]);
                    item2->SetState(ITEM_CHANGED, _player);
                    _player->ItemRemovedQuestCheck(item2->GetEntry(), count[j]);
                    item2->SendUpdateToPlayer(_player);

                    SQLTransaction trans = CharacterDatabase.BeginTransaction();
                    item2->SaveToDB(trans);
                    CharacterDatabase.CommitTransaction(trans);
                }
            }

            SQLTransaction trans = CharacterDatabase.BeginTransaction();
            newItem->SaveToDB(trans);
            AH->SaveToDB(trans);
            _player->SaveInventoryAndGoldToDB(trans);
            CharacterDatabase.CommitTransaction(trans);

            SendAuctionCommandResult(AH, AUCTION_SELL_ITEM, ERR_AUCTION_OK);

            GetPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
            return;
        }
    }
}
//this void is called when auction_owner cancels his auction
void WorldSession::HandleAuctionRemoveItem(WorldPacket& recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_AUCTION_REMOVE_ITEM");

    ObjectGuid auctioneer;
    uint32 auctionId;

    recvData >> auctionId;
    auctioneer[1] = recvData.ReadBit();
    auctioneer[5] = recvData.ReadBit();
    auctioneer[4] = recvData.ReadBit();
    auctioneer[2] = recvData.ReadBit();
    auctioneer[7] = recvData.ReadBit();
    auctioneer[6] = recvData.ReadBit();
    auctioneer[0] = recvData.ReadBit();
    auctioneer[3] = recvData.ReadBit();
    recvData.ReadByteSeq(auctioneer[3]);
    recvData.ReadByteSeq(auctioneer[5]);
    recvData.ReadByteSeq(auctioneer[2]);
    recvData.ReadByteSeq(auctioneer[7]);
    recvData.ReadByteSeq(auctioneer[1]);
    recvData.ReadByteSeq(auctioneer[0]);
    recvData.ReadByteSeq(auctioneer[6]);
    recvData.ReadByteSeq(auctioneer[4]);

    Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(auctioneer, UNIT_NPC_FLAG_AUCTIONEER);
    if (!creature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleAuctionRemoveItem - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(auctioneer)));
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(creature->getFaction());

    AuctionEntry* auction = auctionHouse->GetAuction(auctionId);
    Player* player = GetPlayer();

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    if (auction && auction->owner == player->GetGUIDLow())
    {
        Item* pItem = sAuctionMgr->GetAItem(auction->itemGUIDLow);
        if (pItem)
        {
            if (auction->bidder > 0)                        // If we have a bidder, we have to send him the money he paid
            {
                uint32 auctionCut = auction->GetAuctionCut();
                if (!player->HasEnoughMoney((uint64)auctionCut))          //player doesn't have enough money, maybe message needed
                    return;
                sAuctionMgr->SendAuctionCancelledToBidderMail(auction, trans, pItem);
                player->ModifyMoney(-int64(auctionCut));
            }

            // item will deleted or added to received mail list
            MailDraft(auction->BuildAuctionMailSubject(AUCTION_CANCELED), AuctionEntry::BuildAuctionMailBody(0, 0, auction->buyout, auction->deposit, 0))
                .AddItem(pItem)
                .SendMailTo(trans, player, auction, MAIL_CHECK_MASK_COPIED);
        }
        else
        {
            sLog->outError(LOG_FILTER_NETWORKIO, "Auction id: %u got non existing item (item guid : %u)!", auction->Id, auction->itemGUIDLow);
            SendAuctionCommandResult(NULL, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
            return;
        }
    }
    else
    {
        SendAuctionCommandResult(NULL, AUCTION_CANCEL, ERR_AUCTION_DATABASE_ERROR);
        //this code isn't possible ... maybe there should be assert
        sLog->outError(LOG_FILTER_NETWORKIO, "CHEATER: %u tried to cancel auction (id: %u) of another player or auction is NULL", player->GetGUIDLow(), auctionId);
        return;
    }

    //inform player, that auction is removed
    SendAuctionCommandResult(auction, AUCTION_CANCEL, ERR_AUCTION_OK);

    // Now remove the auction

    player->SaveInventoryAndGoldToDB(trans);
    auction->DeleteFromDB(trans);
    CharacterDatabase.CommitTransaction(trans);

    uint32 itemEntry = auction->itemEntry;
    sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
    auctionHouse->RemoveAuction(auction, itemEntry);

	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<uint32>(0, count);
    data << uint32(totalcount);
    data << uint32(0);
    SendPacket(&data);
}