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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/AuctionHouse): Fix AH searches with high number of auctions (#13467)
Fix AH searches with high number of auctions
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@@ -668,23 +668,24 @@ void WorldSession::HandleAuctionListOwnerItems(WorldPacket& recvData)
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recvData >> listfrom; // not used in fact (this list does not have page control in client)
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// pussywizard:
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const uint32 delay = 4500;
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const uint32 now = GameTime::GetGameTimeMS().count();
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const Milliseconds now = GameTime::GetGameTimeMS();
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if (_lastAuctionListOwnerItemsMSTime > now) // list is pending
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return;
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uint32 diff = getMSTimeDiff(_lastAuctionListOwnerItemsMSTime, now);
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const Milliseconds delay = Milliseconds(4500);
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Milliseconds diff = GetMSTimeDiff(_lastAuctionListOwnerItemsMSTime, now);
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if (diff > delay)
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diff = delay;
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_lastAuctionListOwnerItemsMSTime = now + delay; // set longest possible here, actual exectuing will change this to getMSTime of that moment
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_player->m_Events.AddEvent(new AuctionListOwnerItemsDelayEvent(guid, _player->GetGUID(), true), _player->m_Events.CalculateTime(delay - diff));
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_lastAuctionListOwnerItemsMSTime = now + delay; // set longest possible here, actual executing will change this to getMSTime of that moment
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_player->m_Events.AddEvent(new AuctionListOwnerItemsDelayEvent(guid, _player->GetGUID()), _player->m_Events.CalculateTime(delay.count() - diff.count()));
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}
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void WorldSession::HandleAuctionListOwnerItemsEvent(ObjectGuid creatureGuid)
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{
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LOG_DEBUG("network", "WORLD: Received CMSG_AUCTION_LIST_OWNER_ITEMS");
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_lastAuctionListOwnerItemsMSTime = GameTime::GetGameTimeMS().count(); // pussywizard
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_lastAuctionListOwnerItemsMSTime = GameTime::GetGameTimeMS(); // pussywizard
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Creature* creature = GetPlayer()->GetNPCIfCanInteractWith(creatureGuid, UNIT_NPC_FLAG_AUCTIONEER);
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if (!creature)
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@@ -757,17 +758,17 @@ void WorldSession::HandleAuctionListItems(WorldPacket& recvData)
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}
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// pussywizard:
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const uint32 delay = 2000;
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const uint32 now = GameTime::GetGameTimeMS().count();
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uint32 diff = getMSTimeDiff(_lastAuctionListItemsMSTime, now);
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const Milliseconds delay = 2s;
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const Milliseconds now = GameTime::GetGameTimeMS();
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Milliseconds diff = GetMSTimeDiff(_lastAuctionListItemsMSTime, now);
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if (diff > delay)
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{
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diff = delay;
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}
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_lastAuctionListItemsMSTime = now + delay - diff;
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std::lock_guard<std::mutex> guard(AsyncAuctionListingMgr::GetTempLock());
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AsyncAuctionListingMgr::GetTempList().push_back(AuctionListItemsDelayEvent(delay - diff, _player->GetGUID(), guid, searchedname, listfrom, levelmin, levelmax, usable, auctionSlotID,
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auctionMainCategory, auctionSubCategory, quality, getAll, sortOrder));
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AsyncAuctionListingMgr::GetTempList().emplace_back(delay - diff, _player->GetGUID(), guid, searchedname, listfrom, levelmin, levelmax, usable, auctionSlotID,
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auctionMainCategory, auctionSubCategory, quality, getAll, sortOrder);
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}
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void WorldSession::HandleAuctionListPendingSales(WorldPacket& recvData)
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