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feat(Core/AuctionHouse): Implement Auction House getAll scan #20511
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@@ -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
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. |
Since the current auction implementation has race conditions, I would expect requests like this to make the situation worse. |
More details here - #20538 |
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.
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