Core/Auction House: Delete item_instance entries correctly, prevent invalid entries

This commit is contained in:
Elron103
2012-02-27 23:41:19 +01:00
parent dc55d9ed13
commit c044eb5711
@@ -241,6 +241,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
else else
AH->auctioneer = GUID_LOPART(auctioneer); AH->auctioneer = GUID_LOPART(auctioneer);
// Required stack size of auction matches to current item stack size, just move item to auctionhouse
if (itemsCount == 1 && item->GetCount() == count[i]) if (itemsCount == 1 && item->GetCount() == count[i])
{ {
if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE)) if (GetSecurity() > SEC_PLAYER && sWorld->getBoolConfig(CONFIG_GM_LOG_TRADE))
@@ -278,7 +279,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1); GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION, 1);
return; return;
} }
else 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); Item* newItem = item->CloneItem(finalCount, _player);
if (!newItem) if (!newItem)
@@ -313,16 +314,17 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
{ {
Item* item2 = items[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]) if (item2->GetCount() == count[j])
{ {
_player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true); _player->MoveItemFromInventory(item2->GetBagSlot(), item2->GetSlot(), true);
SQLTransaction trans = CharacterDatabase.BeginTransaction(); SQLTransaction trans = CharacterDatabase.BeginTransaction();
item2->DeleteFromInventoryDB(trans); item2->DeleteFromInventoryDB(trans);
item2->SaveToDB(trans); item2->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans); CharacterDatabase.CommitTransaction(trans);
} }
else 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->SetCount(item2->GetCount() - count[j]);
item2->SetState(ITEM_CHANGED, _player); item2->SetState(ITEM_CHANGED, _player);