To my knowledge, these are working structures for what the server sends to the client.
I cannot help you with your implementation of the Auction interface due to my work load in [Only registered and activated users can see links. Click Here To Register...], however.. there will be an implementation of auctions soon as I figure out how I'll do NPC scripting.
Thanks to the developers of CSV3 for releasing the hints which I used to restructure the remaining server->client messages.
_____________________
Word to the wise
If you're planning to implement auctions on a public server where you actually care about the economy, test..test..test. Test. I remember Trinity having numeral item duplication issues because of minor mistakes in new item related features that weren't caught for long periods of time. But I believe the reason was the way we used to handle item records.
Don't rush your logic implementation and look at how popular opensource World of Warcraft emulators handle auctions if you don't know what you're doing. There's hardly any difference between Conquer's and WoW's auction interface. Two C# WoW emulator projects with auction implementations that I know of are:
If you like how WoW utilizes the Mailbox system for load balancing, returning expired/won auctions and
delivering currency, I've also released the [Only registered and activated users can see links. Click Here To Register...].
I cannot help you with your implementation of the Auction interface due to my work load in [Only registered and activated users can see links. Click Here To Register...], however.. there will be an implementation of auctions soon as I figure out how I'll do NPC scripting.
Thanks to the developers of CSV3 for releasing the hints which I used to restructure the remaining server->client messages.
_____________________
Word to the wise
If you're planning to implement auctions on a public server where you actually care about the economy, test..test..test. Test. I remember Trinity having numeral item duplication issues because of minor mistakes in new item related features that weren't caught for long periods of time. But I believe the reason was the way we used to handle item records.
Don't rush your logic implementation and look at how popular opensource World of Warcraft emulators handle auctions if you don't know what you're doing. There's hardly any difference between Conquer's and WoW's auction interface. Two C# WoW emulator projects with auction implementations that I know of are:
- [Only registered and activated users can see links. Click Here To Register...](C# spinoff of TrinityCore)
- [Only registered and activated users can see links. Click Here To Register...]
If you like how WoW utilizes the Mailbox system for load balancing, returning expired/won auctions and
delivering currency, I've also released the [Only registered and activated users can see links. Click Here To Register...].