[Bug] Item Purchase Offset when multiple buyers are buying at the same time. (#4628)

* [Bug] Item Purchase Offset when multiple buyers are buying at the same time.

- Much of the code lifted from TAKP/P2002 and adapted
- Needs Testing
- This should help prevent situations where multiple people are purchasing items from a merchant and both attempt to purchase the same temp merchant or limited item, it should result in the later person recieving a notice that the item no longer exists and refreshes the merchant table.
- Updated strings

* fix formatting

* Push

* Update client.cpp

* Update database_update_manifest.cpp

* Update database_update_manifest.cpp

* Update database_update_manifest.cpp

* Update client.cpp

---------

Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
This commit is contained in:
Fryguy 2025-02-05 21:56:57 -05:00 committed by GitHub
parent 752ac78c56
commit 7021602bf4
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
9 changed files with 128 additions and 51 deletions

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@ -6394,7 +6394,7 @@ ALTER TABLE `trader`
ManifestEntry{
.version = 9297,
.description = "2024_01_22_sharedbank_guid_primary_key.sql",
.check = "SHOW COLUMN FROM `sharedbank` LIKE 'guid'",
.check = "SHOW COLUMNS FROM `sharedbank` LIKE 'guid'",
.condition = "empty",
.match = "",
.sql = R"(
@ -6423,7 +6423,7 @@ ADD PRIMARY KEY (`account_id`, `slot_id`);
.version = 9298,
.description = "2024_10_24_inventory_changes.sql",
.check = "SHOW COLUMNS FROM `inventory` LIKE 'character_id'",
.condition = "missing",
.condition = "empty",
.match = "",
.sql = R"(
ALTER TABLE `inventory`
@ -6480,7 +6480,8 @@ UPDATE `inventory` SET `slot_id` = ((`slot_id` - 2261) + 10810) WHERE `slot_id`
UPDATE `sharedbank` SET `slot_id` = ((`slot_id` - 2531) + 11010) WHERE `slot_id` BETWEEN 2531 AND 2540; -- Shared Bank Bag 1
UPDATE `sharedbank` SET `slot_id` = ((`slot_id` - 2541) + 11210) WHERE `slot_id` BETWEEN 2541 AND 2550; -- Shared Bank Bag 2
)",
.content_schema_update = false
.content_schema_update = false,
.force_interactive = true
},
ManifestEntry{
.version = 9299,

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@ -13543,9 +13543,22 @@ std::string Client::GetBandolierItemName(uint8 bandolier_slot, uint8 slot_id)
if (
!EQ::ValueWithin(bandolier_slot, 0, 3) ||
!EQ::ValueWithin(slot_id, 0, 3)
) {
) {
return std::string();
}
return GetPP().bandoliers[bandolier_slot].Items[slot_id].Name;
}
void Client::SendMerchantEnd()
{
SetMerchantSessionEntityID(0);
if (ClientVersion() == EQ::versions::ClientVersion::RoF2 && RuleB(Parcel, EnableParcelMerchants)) {
DoParcelCancel();
SetEngagedWithParcelMerchant(false);
}
EQApplicationPacket empty(OP_ShopEndConfirm);
QueuePacket(&empty);
}

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@ -1828,6 +1828,8 @@ public:
uint32 trapid; //ID of trap player has triggered. This is cleared when the player leaves the trap's radius, or it despawns.
void SendMerchantEnd();
Raid *p_raid_instance;
inline uint32 GetPotionBeltItemIcon(uint8 slot_id)

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@ -13952,14 +13952,7 @@ void Client::Handle_OP_Shielding(const EQApplicationPacket *app)
void Client::Handle_OP_ShopEnd(const EQApplicationPacket *app)
{
if (ClientVersion() == EQ::versions::ClientVersion::RoF2 && RuleB(Parcel, EnableParcelMerchants)) {
DoParcelCancel();
SetEngagedWithParcelMerchant(false);
}
EQApplicationPacket empty(OP_ShopEndConfirm);
QueuePacket(&empty);
return;
SendMerchantEnd();
}
void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
@ -13980,14 +13973,16 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
bool tmpmer_used = false;
Mob* tmp = entity_list.GetMob(mp->npcid);
if (tmp == 0 || !tmp->IsNPC() || tmp->GetClass() != Class::Merchant)
return;
if (mp->quantity < 1) return;
//you have to be somewhat close to them to be properly using them
if (DistanceSquared(m_Position, tmp->GetPosition()) > USE_NPC_RANGE2)
if (
tmp == 0 ||
!tmp->IsNPC() ||
tmp->GetClass() != Class::Merchant ||
mp->quantity < 1 ||
DistanceSquared(m_Position, tmp->GetPosition()) > USE_NPC_RANGE2
) {
SendMerchantEnd();
return;
}
merchantid = tmp->CastToNPC()->MerchantType;
@ -14021,36 +14016,34 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
}
}
}
item = database.GetItem(item_id);
if (!item) {
//error finding item, client didnt get the update packet for whatever reason, roleplay a tad
Message(Chat::Yellow, "%s tells you 'Sorry, that item is for display purposes only.' as they take the item off the shelf.", tmp->GetCleanName());
auto delitempacket = new EQApplicationPacket(OP_ShopDelItem, sizeof(Merchant_DelItem_Struct));
Merchant_DelItem_Struct* delitem = (Merchant_DelItem_Struct*)delitempacket->pBuffer;
delitem->itemslot = mp->itemslot;
delitem->npcid = mp->npcid;
delitem->playerid = mp->playerid;
delitempacket->priority = 6;
entity_list.QueueCloseClients(tmp, delitempacket); //que for anyone that could be using the merchant so they see the update
safe_delete(delitempacket);
MessageString(Chat::White, ALREADY_SOLD);
entity_list.SendMerchantInventory(tmp, mp->itemslot, true);
SendMerchantEnd();
return;
}
if (CheckLoreConflict(item))
{
Message(Chat::Yellow, "You can only have one of a lore item.");
if (CheckLoreConflict(item)) {
MessageString(Chat::White, DUPE_LORE_MERCHANT,tmp->GetCleanName(),item->Name);
return;
}
if (tmpmer_used && (mp->quantity > prevcharges || item->MaxCharges > 1))
{
if (prevcharges > item->MaxCharges && item->MaxCharges > 1)
if (tmpmer_used && (mp->quantity > prevcharges || item->MaxCharges > 1)) {
if (prevcharges > item->MaxCharges && item->MaxCharges > 1) {
mp->quantity = item->MaxCharges;
else
} else {
mp->quantity = prevcharges;
}
}
// Item's stackable, but the quantity they want to buy exceeds the max stackable quantity.
if (item->Stackable && mp->quantity > item->StackSize)
if (item->Stackable && mp->quantity > item->StackSize) {
mp->quantity = item->StackSize;
}
auto outapp = new EQApplicationPacket(OP_ShopPlayerBuy, sizeof(Merchant_Sell_Struct));
Merchant_Sell_Struct* mpo = (Merchant_Sell_Struct*)outapp->pBuffer;
@ -14061,10 +14054,11 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
int16 freeslotid = INVALID_INDEX;
int16 charges = 0;
if (item->Stackable || tmpmer_used)
if (item->Stackable || tmpmer_used) {
charges = mp->quantity;
else if ( item->MaxCharges >= 1)
} else if ( item->MaxCharges >= 1) {
charges = item->MaxCharges;
}
EQ::ItemInstance* inst = database.CreateItem(item, charges);
@ -14079,23 +14073,24 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
single_price *= Client::CalcPriceMod(tmp, false);
}
if (item->MaxCharges > 1)
if (item->MaxCharges > 1) {
mpo->price = single_price;
else
} else {
mpo->price = single_price * mp->quantity;
}
if (mpo->price < 0)
{
if (mpo->price < 0) {
MessageString(Chat::White, ALREADY_SOLD);
safe_delete(outapp);
safe_delete(inst);
SendMerchantEnd();
return;
}
// this area needs some work..two inventory insertion check failure points
// below do not return player's money..is this the intended behavior?
if (!TakeMoneyFromPP(mpo->price))
{
if (!TakeMoneyFromPP(mpo->price)) {
auto message = fmt::format(
"Vendor Cheat attempted to buy qty [{}] of item_id [{}] item_name[{}] that cost [{}] copper but only has platinum [{}] gold [{}] silver [{}] copper [{}]",
mpo->quantity,
@ -14115,8 +14110,10 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
}
bool stacked = TryStacking(inst);
if (!stacked)
if (!stacked) {
freeslotid = m_inv.FindFreeSlot(false, true, item->Size);
}
// shouldn't we be reimbursing if these two fail?
@ -14130,8 +14127,7 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
}
}
if (!stacked && freeslotid == INVALID_INDEX)
{
if (!stacked && freeslotid == INVALID_INDEX) {
Message(Chat::Red, "You do not have room for any more items.");
safe_delete(outapp);
safe_delete(inst);
@ -14142,11 +14138,12 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
if (!stacked && inst) {
PutItemInInventory(freeslotid, *inst);
SendItemPacket(freeslotid, inst, ItemPacketTrade);
}
else if (!stacked) {
} else if (!stacked) {
LogError("OP_ShopPlayerBuy: item->ItemClass Unknown! Type: [{}]", item->ItemClass);
}
QueuePacket(outapp);
if (inst && tmpmer_used) {
int32 new_charges = prevcharges - mp->quantity;
zone->SaveTempItem(merchantid, tmp->GetNPCTypeID(), item_id, new_charges);
@ -14159,8 +14156,7 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
delitempacket->priority = 6;
entity_list.QueueClients(tmp, delitempacket); //que for anyone that could be using the merchant so they see the update
safe_delete(delitempacket);
}
else {
} else {
// Update the charges/quantity in the merchant window
inst->SetCharges(new_charges);
inst->SetPrice(single_price);
@ -14219,6 +14215,7 @@ void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
safe_delete(inst);
safe_delete(outapp);
}
void Client::Handle_OP_ShopPlayerSell(const EQApplicationPacket *app)
{
if (app->size != sizeof(Merchant_Purchase_Struct)) {
@ -14522,6 +14519,8 @@ void Client::Handle_OP_ShopRequest(const EQApplicationPacket *app)
if (action == MerchantActions::Open) {
BulkSendMerchantInventory(merchant_id, tmp->GetNPCTypeID());
SetMerchantSessionEntityID(tmp->GetID());
if ((tabs_to_display & Parcel) == Parcel) {
SendBulkParcels();
}

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@ -5950,3 +5950,53 @@ std::vector<NPC*> EntityList::GetExcludedNPCsByIDs(std::vector<uint32> npc_ids)
return v;
}
void EntityList::SendMerchantEnd(Mob* merchant)
{
for (const auto& e : client_list) {
Client* c = e.second;
if (!c) {
continue;
}
if (c->GetMerchantSessionEntityID() == merchant->GetID()) {
c->SendMerchantEnd();
}
}
}
void EntityList::SendMerchantInventory(Mob* m, int32 slot_id, bool is_delete)
{
if (!m || !m->IsNPC()) {
return;
}
for (const auto& e : client_list) {
Client* c = e.second;
if (!c) {
continue;
}
if (c->GetMerchantSessionEntityID() == m->GetID()) {
if (!is_delete) {
c->BulkSendMerchantInventory(m->CastToNPC()->MerchantType, m->GetNPCTypeID());
} else {
auto app = new EQApplicationPacket(OP_ShopDelItem, sizeof(Merchant_DelItem_Struct));
auto d = (Merchant_DelItem_Struct*)app->pBuffer;
d->itemslot = slot_id;
d->npcid = m->GetID();
d->playerid = c->GetID();
app->priority = 6;
c->QueuePacket(app);
safe_delete(app);
}
}
}
return;
}

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@ -578,6 +578,9 @@ public:
int MovePlayerCorpsesToGraveyard(bool force_move_from_instance = false);
void SendMerchantEnd(Mob* merchant);
void SendMerchantInventory(Mob* m, int32 slot_id = -1, bool is_delete = false);
protected:
friend class Zone;
void Depop(bool StartSpawnTimer = false);

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@ -493,6 +493,8 @@ Mob::Mob(
m_AllowBeneficial = false;
m_DisableMelee = false;
SetMerchantSessionEntityID(0);
for (int i = 0; i < EQ::skills::HIGHEST_SKILL + 2; i++) {
SkillDmgTaken_Mod[i] = 0;
}

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@ -1387,6 +1387,9 @@ public:
std::string GetRacePlural();
std::string GetClassPlural();
inline void SetMerchantSessionEntityID(uint16 value) { m_merchant_session_entity_id = value; }
inline uint16 GetMerchantSessionEntityID() { return m_merchant_session_entity_id; }
//Command #Tune functions
void TuneGetStats(Mob* defender, Mob *attacker);
void TuneGetACByPctMitigation(Mob* defender, Mob *attacker, float pct_mitigation, int interval = 10, int max_loop = 1000, int atk_override = 0, int Msg = 0);
@ -1920,6 +1923,8 @@ protected:
MobMovementManager *mMovementManager;
uint16 m_merchant_session_entity_id;
private:
Mob* target;
EQ::InventoryProfile m_inv;

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@ -286,6 +286,7 @@
#define BEGINS_TO_SHINE 1238 //Your %1 begins to shine.
#define CANT_FIND_PLAYER 1276 //I can't find a player named %1!
#define SURNAME_REJECTED 1374 //Your new surname was rejected. Please try a different name.
#define ALREADY_SOLD 1376 //The item you were interested in has already been sold.
#define GUILD_DISBANDED 1377 //Your guild has been disbanded! You are no longer a member of any guild.
#define DUEL_DECLINE 1383 //%1 has declined your challenge to duel to the death.
#define DUEL_ACCEPTED 1384 //%1 has already accepted a duel with someone else.
@ -308,6 +309,7 @@
#define PLAYER_CHARMED 1461 //You lose control of yourself!
#define TRADER_BUSY 1468 //That Trader is currently with a customer. Please wait until their transaction is finished.
#define SENSE_CORPSE_DIRECTION 1563 //You sense a corpse in this direction.
#define DUPE_LORE_MERCHANT 1573 //%1 tells you, 'You already have the lore item, %2, on your person, on your shroud, in the bank, in a real estate, or as an augment in another item. You cannot have more than one of a particular lore item at a time.'
#define QUEUED_TELL 2458 //[queued]
#define QUEUE_TELL_FULL 2459 //[zoing and queue is full]
#define TRADER_BUSY_TWO 3192 //Sorry, that action cannot be performed while trading.