Fix trading taking the wrong item (#900)

* Fix trading taking the wrong item

* Add missing returns

* Improve further

Do all verification first.  Then actually do the trade.  Prevents possible cheating attempts
This commit is contained in:
David Markowitz 2022-12-19 12:51:44 -08:00 committed by GitHub
parent 157a05239e
commit d69f733772
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@ -103,6 +103,7 @@ void Trade::SetAccepted(LWOOBJID participant, bool value) {
}
Complete();
TradingManager::Instance()->CancelTrade(m_TradeId);
}
}
@ -121,33 +122,59 @@ void Trade::Complete() {
if (inventoryA == nullptr || inventoryB == nullptr || characterA == nullptr || characterB == nullptr || missionsA == nullptr || missionsB == nullptr) return;
// First verify both players have the coins and items requested for the trade.
if (characterA->GetCoins() < m_CoinsA || characterB->GetCoins() < m_CoinsB) {
Game::logger->Log("TradingManager", "Possible coin trade cheating attempt! Aborting trade.");
return;
}
for (const auto& tradeItem : m_ItemsA) {
auto* itemToRemove = inventoryA->FindItemById(tradeItem.itemId);
if (itemToRemove) {
if (itemToRemove->GetCount() < tradeItem.itemCount) {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading!!! Aborting trade", characterA->GetName().c_str());
return;
}
} else {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading due to item not being available!!!", characterA->GetName().c_str());
return;
}
}
for (const auto& tradeItem : m_ItemsB) {
auto* itemToRemove = inventoryB->FindItemById(tradeItem.itemId);
if (itemToRemove) {
if (itemToRemove->GetCount() < tradeItem.itemCount) {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading!!! Aborting trade", characterB->GetName().c_str());
return;
}
} else {
Game::logger->Log("TradingManager", "Possible cheating attempt from %s in trading due to item not being available!!! Aborting trade", characterB->GetName().c_str());
return;
}
}
// Now actually do the trade.
characterA->SetCoins(characterA->GetCoins() - m_CoinsA + m_CoinsB, eLootSourceType::LOOT_SOURCE_TRADE);
characterB->SetCoins(characterB->GetCoins() - m_CoinsB + m_CoinsA, eLootSourceType::LOOT_SOURCE_TRADE);
for (const auto& tradeItem : m_ItemsA) {
inventoryA->RemoveItem(tradeItem.itemLot, tradeItem.itemCount, INVALID, true);
auto* itemToRemove = inventoryA->FindItemById(tradeItem.itemId);
if (itemToRemove) itemToRemove->SetCount(itemToRemove->GetCount() - tradeItem.itemCount);
missionsA->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, tradeItem.itemLot, LWOOBJID_EMPTY, "", -tradeItem.itemCount);
}
for (const auto& tradeItem : m_ItemsB) {
inventoryB->RemoveItem(tradeItem.itemLot, tradeItem.itemCount, INVALID, true);
missionsB->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, tradeItem.itemLot, LWOOBJID_EMPTY, "", -tradeItem.itemCount);
}
for (const auto& tradeItem : m_ItemsA) {
inventoryB->AddItem(tradeItem.itemLot, tradeItem.itemCount, eLootSourceType::LOOT_SOURCE_TRADE);
}
for (const auto& tradeItem : m_ItemsB) {
auto* itemToRemove = inventoryB->FindItemById(tradeItem.itemId);
if (itemToRemove) itemToRemove->SetCount(itemToRemove->GetCount() - tradeItem.itemCount);
missionsB->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, tradeItem.itemLot, LWOOBJID_EMPTY, "", -tradeItem.itemCount);
inventoryA->AddItem(tradeItem.itemLot, tradeItem.itemCount, eLootSourceType::LOOT_SOURCE_TRADE);
}
TradingManager::Instance()->CancelTrade(m_TradeId);
characterA->SaveXMLToDatabase();
characterB->SaveXMLToDatabase();
return;
}
void Trade::Cancel() {