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A player could change their offer after the other player gave the final accept, and the trade completed with the new offer on their own accept. Both clients drop their accepts when an offer changes, the one that changed it and the one that receives the update, so the trade now does the same and both players have to accept the offers as they are. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
388 lines
13 KiB
C++
388 lines
13 KiB
C++
#include "TradingManager.h"
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#include "EconomyLedger.h"
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#include "dServer.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "TradeMessages.h"
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#include "InventoryComponent.h"
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#include "ObjectIDManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "Item.h"
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#include "Character.h"
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#include "CharacterComponent.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include <algorithm>
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#include <ranges>
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#include <set>
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namespace {
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std::unique_ptr<Trade> g_EmptyTrade;
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}
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TradingManager* TradingManager::m_Address = nullptr;
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Trade::Trade(LWOOBJID tradeId, LWOOBJID participantA, LWOOBJID participantB) {
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m_TradeId = tradeId;
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m_ParticipantA = participantA;
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m_ParticipantB = participantB;
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}
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std::optional<std::vector<TradeItem>> Trade::ResolveOffer(
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const std::vector<TradeItem>& offered,
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const std::function<std::optional<HeldTradeItem>(LWOOBJID)>& findHeld) {
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std::vector<TradeItem> resolved;
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resolved.reserve(offered.size());
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std::set<LWOOBJID> seen;
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if (offered.size() > MaxOfferedItems) return std::nullopt;
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for (const auto& tradeItem : offered) {
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// The client keeps its offer by item ID, so an item is only ever in it once
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if (tradeItem.itemCount == 0 || !seen.insert(tradeItem.itemId).second) return std::nullopt;
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const auto held = findHeld(tradeItem.itemId);
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if (!held || held->count == 0 || held->bound || held->equipped) return std::nullopt;
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resolved.push_back({ tradeItem.itemId, held->lot, std::min(tradeItem.itemCount, held->count) });
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}
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return resolved;
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}
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std::function<std::optional<HeldTradeItem>(LWOOBJID)> Trade::HeldIn(const InventoryComponent& inventory) {
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return [&inventory](const LWOOBJID itemId) -> std::optional<HeldTradeItem> {
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const auto* const item = inventory.FindItemById(itemId);
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if (!item) return std::nullopt;
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return HeldTradeItem{ item->GetLot(), item->GetCount(), item->GetBound(), item->IsEquipped() };
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};
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}
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Trade::~Trade() {
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}
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LWOOBJID Trade::GetTradeId() const {
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return m_TradeId;
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}
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bool Trade::IsParticipant(LWOOBJID playerId) const {
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return m_ParticipantA == playerId || m_ParticipantB == playerId;
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}
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LWOOBJID Trade::GetParticipantA() const {
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return m_ParticipantA;
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}
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LWOOBJID Trade::GetParticipantB() const {
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return m_ParticipantB;
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}
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Entity* Trade::GetParticipantAEntity() const {
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return Game::entityManager->GetEntity(m_ParticipantA);
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}
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Entity* Trade::GetParticipantBEntity() const {
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return Game::entityManager->GetEntity(m_ParticipantB);
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}
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void Trade::SetCoins(LWOOBJID participant, uint64_t coins) {
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if (participant == m_ParticipantA) {
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m_CoinsA = coins;
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} else if (participant == m_ParticipantB) {
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m_CoinsB = coins;
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}
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}
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void Trade::SetItems(LWOOBJID participant, std::vector<TradeItem> items) {
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if (participant == m_ParticipantA) {
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m_ItemsA = items;
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} else if (participant == m_ParticipantB) {
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m_ItemsB = items;
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}
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}
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void Trade::SetAccepted(LWOOBJID participant, bool value) {
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if (participant == m_ParticipantA) {
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m_AcceptedA = !value;
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LOG("Accepted from A (%d), B: (%d)", value, m_AcceptedB);
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auto* entityB = GetParticipantBEntity();
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if (entityB != nullptr) {
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GameMessages::ServerTradeAccept accept;
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accept.target = m_ParticipantB;
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accept.bFirst = value;
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accept.Send(entityB->GetSystemAddress());
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}
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} else if (participant == m_ParticipantB) {
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m_AcceptedB = !value;
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LOG("Accepted from B (%d), A: (%d)", value, m_AcceptedA);
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auto* entityA = GetParticipantAEntity();
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if (entityA != nullptr) {
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GameMessages::ServerTradeAccept accept;
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accept.target = m_ParticipantA;
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accept.bFirst = value;
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accept.Send(entityA->GetSystemAddress());
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}
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}
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if (m_AcceptedA && m_AcceptedB) {
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auto* entityB = GetParticipantBEntity();
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if (entityB != nullptr) {
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GameMessages::ServerTradeAccept accept;
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accept.target = m_ParticipantB;
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accept.bFirst = false;
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accept.Send(entityB->GetSystemAddress());
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} else {
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return;
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}
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auto* entityA = GetParticipantAEntity();
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if (entityA != nullptr) {
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GameMessages::ServerTradeAccept accept;
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accept.target = m_ParticipantA;
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accept.bFirst = false;
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accept.Send(entityA->GetSystemAddress());
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} else {
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return;
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}
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Complete();
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TradingManager::Instance()->CancelTrade(LWOOBJID_EMPTY, m_TradeId, false);
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}
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}
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bool Trade::GetAccepted(const LWOOBJID participant) const {
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if (participant == m_ParticipantA) return m_AcceptedA;
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if (participant == m_ParticipantB) return m_AcceptedB;
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return false;
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}
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void Trade::ResetAccepted() {
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m_AcceptedA = false;
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m_AcceptedB = false;
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}
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void Trade::Complete() {
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auto* entityA = GetParticipantAEntity();
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auto* entityB = GetParticipantBEntity();
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if (entityA == nullptr || entityB == nullptr) return;
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auto* inventoryA = entityA->GetComponent<InventoryComponent>();
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auto* inventoryB = entityB->GetComponent<InventoryComponent>();
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auto* missionsA = entityA->GetComponent<MissionComponent>();
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auto* missionsB = entityB->GetComponent<MissionComponent>();
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auto* characterA = entityA->GetCharacter();
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auto* characterB = entityB->GetCharacter();
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if (inventoryA == nullptr || inventoryB == nullptr || characterA == nullptr || characterB == nullptr || missionsA == nullptr || missionsB == nullptr) return;
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// First verify both players have the coins and items requested for the trade.
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if (characterA->GetCoins() < m_CoinsA || characterB->GetCoins() < m_CoinsB) {
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LOG("Possible coin trade cheating attempt! Aborting trade.");
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return;
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}
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// The inventories may have changed since the offers were made, so check the offers against them again
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if (ResolveOffer(m_ItemsA, HeldIn(*inventoryA)) != m_ItemsA || ResolveOffer(m_ItemsB, HeldIn(*inventoryB)) != m_ItemsB) {
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LOG("The items offered by %s and %s no longer match what they hold, aborting trade", characterA->GetName().c_str(), characterB->GetName().c_str());
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return;
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}
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for (const auto& tradeItem : m_ItemsA) {
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auto* itemToRemove = inventoryA->FindItemById(tradeItem.itemId);
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if (itemToRemove) {
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if (itemToRemove->GetCount() < tradeItem.itemCount) {
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LOG("Possible cheating attempt from %s in trading!!! Aborting trade", characterA->GetName().c_str());
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return;
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}
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} else {
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LOG("Possible cheating attempt from %s in trading due to item not being available!!!", characterA->GetName().c_str());
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return;
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}
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}
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for (const auto& tradeItem : m_ItemsB) {
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auto* itemToRemove = inventoryB->FindItemById(tradeItem.itemId);
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if (itemToRemove) {
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if (itemToRemove->GetCount() < tradeItem.itemCount) {
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LOG("Possible cheating attempt from %s in trading!!! Aborting trade", characterB->GetName().c_str());
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return;
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}
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} else {
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LOG("Possible cheating attempt from %s in trading due to item not being available!!! Aborting trade", characterB->GetName().c_str());
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return;
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}
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}
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// Now actually do the trade. Nothing is created or destroyed, so the economy ledger records transfers instead.
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EconomyLedger::ScopedItemTransfer transfer;
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characterA->SetCoins(characterA->GetCoins() - m_CoinsA + m_CoinsB, eLootSourceType::TRADE, CoinSource::Trade(m_TradeId));
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characterB->SetCoins(characterB->GetCoins() - m_CoinsB + m_CoinsA, eLootSourceType::TRADE, CoinSource::Trade(m_TradeId));
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const auto zone = Game::server ? Game::server->GetZoneID() : 0;
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const auto recordCoins = [zone](const uint64_t coins, const LWOOBJID from, const LWOOBJID to) {
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if (coins == 0) return;
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EconomyLedger::RecordTransfer({ .method = IEconomyLedger::eTransferMethod::TRADE, .coins = static_cast<int64_t>(coins),
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.fromCharacter = from, .toCharacter = to, .zone = zone });
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};
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recordCoins(m_CoinsA, characterA->GetID(), characterB->GetID());
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recordCoins(m_CoinsB, characterB->GetID(), characterA->GetID());
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const auto tradeId = m_TradeId;
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const auto giveItems = [zone, tradeId](const std::vector<TradeItem>& items, InventoryComponent* from, MissionComponent* fromMissions,
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InventoryComponent* to, const LWOOBJID fromCharacter, const LWOOBJID toCharacter) {
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for (const auto& tradeItem : items) {
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auto* itemToRemove = from->FindItemById(tradeItem.itemId);
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if (!itemToRemove || itemToRemove->GetCount() < tradeItem.itemCount) continue;
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// A whole item keeps its data (subkey, config) but gets a new object id, as upstream: reusing the id would
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// leave two objects with one id if the server stopped between the two players' saves. A stack merges into
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// the other player's stack. new_item_id records where the items ended up, so the chain can be followed.
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const bool whole = itemToRemove->GetCount() == tradeItem.itemCount;
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const auto config = itemToRemove->GetConfig();
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const auto subKey = itemToRemove->GetSubKey();
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const auto bound = itemToRemove->GetBound();
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// Taking the whole stack removes the item, so read its LOT first
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const LOT lot = itemToRemove->GetLot();
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itemToRemove->SetCount(itemToRemove->GetCount() - tradeItem.itemCount);
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fromMissions->Progress(eMissionTaskType::GATHER, lot, LWOOBJID_EMPTY, "", -static_cast<int32_t>(tradeItem.itemCount));
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// Live sent the trade's ID with the traded items
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ReceiveItemOptions options{};
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options.metrics.transactionId = tradeId;
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const auto received = whole
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? to->ReceiveItem(LWOOBJID_EMPTY, lot, tradeItem.itemCount, eLootSourceType::TRADE, config, subKey, bound, options)
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: to->ReceiveItem(LWOOBJID_EMPTY, lot, tradeItem.itemCount, eLootSourceType::TRADE, {}, LWOOBJID_EMPTY, false, options);
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EconomyLedger::RecordTransfer({ .method = IEconomyLedger::eTransferMethod::TRADE, .itemId = tradeItem.itemId, .newItemId = received.id,
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.lot = lot, .count = tradeItem.itemCount, .fromCharacter = fromCharacter, .toCharacter = toCharacter, .zone = zone,
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.merged = received.merged });
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}
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};
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giveItems(m_ItemsA, inventoryA, missionsA, inventoryB, characterA->GetID(), characterB->GetID());
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giveItems(m_ItemsB, inventoryB, missionsB, inventoryA, characterB->GetID(), characterA->GetID());
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characterA->SaveXMLToDatabase();
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characterB->SaveXMLToDatabase();
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return;
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}
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void Trade::Cancel(const LWOOBJID canceller) {
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auto* entityA = GetParticipantAEntity();
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auto* entityB = GetParticipantBEntity();
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if (entityA == nullptr || entityB == nullptr) return;
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if (entityA->GetObjectID() != canceller || canceller == LWOOBJID_EMPTY) {
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GameMessages::ServerTradeCancel cancel;
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cancel.target = entityA->GetObjectID();
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cancel.Send(entityA->GetSystemAddress());
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}
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if (entityB->GetObjectID() != canceller || canceller == LWOOBJID_EMPTY) {
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GameMessages::ServerTradeCancel cancel;
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cancel.target = entityB->GetObjectID();
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cancel.Send(entityB->GetSystemAddress());
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}
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}
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void Trade::SendUpdateToOther(LWOOBJID participant) {
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Entity* other = nullptr;
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Entity* self = nullptr;
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uint64_t coins;
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std::vector<TradeItem> itemIds;
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LOG("Attempting to send trade update");
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if (participant == m_ParticipantA) {
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other = GetParticipantBEntity();
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self = GetParticipantAEntity();
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coins = m_CoinsA;
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itemIds = m_ItemsA;
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} else if (participant == m_ParticipantB) {
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other = GetParticipantAEntity();
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self = GetParticipantBEntity();
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coins = m_CoinsB;
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itemIds = m_ItemsB;
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} else {
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return;
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}
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if (other == nullptr || self == nullptr) return;
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std::vector<TradeItem> items{};
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auto* inventoryComponent = self->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr) return;
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for (const auto tradeItem : itemIds) {
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auto* item = inventoryComponent->FindItemById(tradeItem.itemId);
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if (item == nullptr) return;
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if (tradeItem.itemCount > item->GetCount()) return;
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items.push_back(tradeItem);
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}
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LOG("Sending trade update");
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GameMessages::ServerTradeUpdate update;
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update.target = other->GetObjectID();
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update.i64Currency = coins;
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for (const auto& item : items) {
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GameMessages::TradeItemEntry entry;
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entry.key = item.itemId;
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entry.itemID = item.itemId;
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entry.templateID = item.itemLot;
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entry.count = item.itemCount; // the count is always written, even when it is 1
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update.inventoryMap.push_back(entry);
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}
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update.Send(other->GetSystemAddress());
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}
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const std::unique_ptr<Trade>& TradingManager::GetTrade(LWOOBJID tradeId) const {
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const auto& pair = trades.find(tradeId);
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if (pair == trades.end()) return g_EmptyTrade;
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return pair->second;
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}
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const std::unique_ptr<Trade>& TradingManager::GetPlayerTrade(LWOOBJID playerId) const {
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for (const auto& trade : trades | std::views::values) {
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if (trade->IsParticipant(playerId)) {
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return trade;
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}
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}
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return g_EmptyTrade;
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}
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void TradingManager::CancelTrade(const LWOOBJID canceller, LWOOBJID tradeId, const bool sendCancelMessage) {
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const auto& trade = GetTrade(tradeId);
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if (trade == nullptr) return;
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if (sendCancelMessage) trade->Cancel(canceller);
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trades.erase(tradeId);
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}
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void TradingManager::NewTrade(LWOOBJID participantA, LWOOBJID participantB) {
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const LWOOBJID tradeId = ObjectIDManager::GenerateObjectID();
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trades.insert_or_assign(tradeId, std::make_unique<Trade>(tradeId, participantA, participantB));
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LOG("Created new trade between (%llu) <-> (%llu)", participantA, participantB);
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}
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