[request]Auction system

12/14/2014 02:33 Sadwos#1
can some one share auction packets with us?
12/15/2014 02:16 abdoumatrix#2
i don't think anyone will share it :(
12/16/2014 01:28 .Ocularis#3
Did anyone else bother restructuring Conquer's auction interface?

I would like to include Auctions in [Only registered and activated users can see links. Click Here To Register...] only after the project is ready for public server use.
Besides the /fixable/ GUI glitch in 800x600 I'm not sure why TQ never released this feature.
It always appeared to me as a massive economical asset in many other games.

pics:
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12/18/2014 01:22 abdoumatrix#4
CSV3 Packets will work with some modification
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PHP Code:
 case "auction":
                            {
                                var 
item = new ConquerItem(true);
                                
item.UID 999999;
                                
item.ID 613009;
                                
item.Mode Enums.ItemMode.Default;
                                
item.Plus 12;
                                
item.Bless 7;
                                
item.Enchant 255;
                                
item.Send(client);

                                var 
count uint.Parse(Data[1]);
                                var 
Buffer = new byte[68 count];
                                
Writer.WriteUInt16((ushort)(Buffer.Length 8), 0Buffer);
                                
Writer.WriteUInt16(13222Buffer);
                                
Writer.WriteUInt32((uint)Time32.timeGetTime().GetHashCode(), 4Buffer);
                                
                                
Writer.WriteUInt32((uint)18Buffer);//action
                                
Writer.WriteUInt32(count12Buffer);//count
                                
Writer.WriteUInt32((uint)016Buffer);
                                
int offset 20;
                                for (
int i 0counti++)
                                {
                                    
Writer.Write((uint)999999offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((ushort)0offsetBuffer);
                                    
offset +=2;
                                    
Writer.Write((ushort)0offsetBuffer);
                                    
offset += 2;
                                    
Writer.Write((uint)client.Entity.UIDoffsetBuffer);
                                    
offset += 4;
                                    
Writer.Write(client.Entity.NameoffsetBuffer);
                                    
offset += 16;
                                    
Writer.Write((uint)2offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((uint)1000offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((uint)1000offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((uint)1000offsetBuffer);
                                    
offset +=4;
                                    
Writer.Write((uint)0offsetBuffer);
                                    
offset += 4;
                                    
Writer.Write((uint)client.Entity.UIDoffsetBuffer);
                                    
offset += 4;
                                    
Writer.Write(client.Entity.NameoffsetBuffer);
                                    
offset += 16;                                    
                                }
                                
client.Send(Buffer);
                                break;
                            } 
still testing
12/18/2014 03:08 .Ocularis#5
Good work. You'll be using 3 packet types if you intend to reverse the structures by sending random information to the client.
1318, 1320, and the one you're using, 1322. Keep it up :)
12/18/2014 15:23 Thorev#6
Auction you say
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12/18/2014 18:23 Best Coder 2014#7
It's not that hard logging the required packets from retail CO :rolleyes:
12/18/2014 18:35 .Ocularis#8
Quote:
Originally Posted by Best Coder 2014 View Post
It's not that hard logging the required packets from retail CO :rolleyes:
You can't really "log" these packets to my knowledge.. If you can now, I wish I had known.
The feature isn't available on NA or CN retail servers, and in my experience, when you use the Auction interfaces you're disconnected.

Edit:
My structure for the "Bidding" page is still a bit off, seems I can't send more than 14 listings; I'd have to limit a players amount of listings with active bids. If I send more than 14, the packet is too big, if I send a new packet containing the next 14 items, the list of items is cleared and only the new set is displayed. Right now I'm using task dialog to hack around this issue which implements paging.
12/18/2014 19:00 phize#9
Quote:
Originally Posted by .Ocularis View Post
You can't really "log" these packets to my knowledge.. If you can now, I wish I had known.
The feature isn't available on NA or CN retail servers, and in my experience, when you use the Auction interfaces you're disconnected.

Edit:
My structure for the "Bidding" page is still a bit off, seems I can't send more than 14 listings; I'd have to limit a players amount of listings with active bids. If I send more than 14, the packet is too big, if I send a new packet containing the next 14 items, the list of items is cleared and only the new set is displayed. Right now I'm using task dialog to hack around this issue which implements paging.
Definitely possible, and has been for a while (months as far as I know).

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12/19/2014 05:21 .Ocularis#10
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