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feat(Core/AuctionHouse): Implement Auction House getAll scan #20511

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@jerryshell jerryshell commented Nov 10, 2024

This is a simple but effective implementation.
More scenarios may need to be considered in the future, such as player scan interval control, but I'd like to submit a small commit first.

Changes Proposed:

This PR proposes changes to:

  • Core (units, players, creatures, game systems).
  • Scripts (bosses, spell scripts, creature scripts).
  • Database (SAI, creatures, etc).

Issues Addressed:

SOURCE:

The changes have been validated through:

  • Live research (checked on live servers, e.g Classic WotLK, Retail, etc.)
  • Sniffs (remember to share them with the open source community!)
  • Video evidence, knowledge databases or other public sources (e.g forums, Wowhead, etc.)
  • The changes promoted by this pull request come partially or entirely from another project (cherry-pick). Cherry-picks must be committed using the proper --author tag in order to be accepted, thus crediting the original authors, unless otherwise unable to be found

Tests Performed:

This PR has been:

  • Tested in-game by the author.
  • Tested in-game by other community members/someone else other than the author/has been live on production servers.
  • This pull request requires further testing and may have edge cases to be tested.

How to Test the Changes:

  • This pull request can be tested by following the reproduction steps provided in the linked issue
  • This pull request requires further testing. Provide steps to test your changes. If it requires any specific setup e.g multiple players please specify it as well.
  1. I've tested it on my local server using TradeSkillMaster (with an auction house of 25k items)

Known Issues and TODO List:

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@github-actions github-actions bot added CORE Related to the core file-cpp Used to trigger the matrix build labels Nov 10, 2024
@@ -733,8 +733,27 @@ void AuctionHouseObject::BuildListOwnerItems(WorldPacket& data, Player* player,
bool AuctionHouseObject::BuildListAuctionItems(WorldPacket& data, Player* player,
std::wstring const& wsearchedname, uint32 listfrom, uint8 levelmin, uint8 levelmax, uint8 usable,
uint32 inventoryType, uint32 itemClass, uint32 itemSubClass, uint32 quality,
uint32& count, uint32& totalcount, uint8 /*getAll*/, AuctionSortOrderVector const& sortOrder, Milliseconds searchTimeout)
uint32& count, uint32& totalcount, uint8 getAll, AuctionSortOrderVector const& sortOrder, Milliseconds searchTimeout)
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What is the thought process behind it being a uint8 and not a bool? I believe we should change it

@Takenbacon
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Should keep in mind 3.x client network protocol has a hard limit on packet size, auctionhouse getAll is the only packet from my memory that has the potential to exceed it if uncapped, someone would need to do the math but if I recall right it's around 55-60k items.

@walkline
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Since the current auction implementation has race conditions, I would expect requests like this to make the situation worse.

@walkline
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Since the current auction implementation has race conditions, I would expect requests like this to make the situation worse.

More details here - #20538

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Feature: Auction House getAll scan
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