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Added serverNetworkMessages library
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// AuctionData.h
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#ifndef AUCTION_DATA_H
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#define AUCTION_DATA_H
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#include "sharedFoundation/FirstSharedFoundation.h"
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#include "sharedFoundation/NetworkId.h"
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#include "Unicode.h"
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/// length of static memory used for storing location data
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const int LOCATION_LENGTH = 256;
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const int NAME_LENGTH = 64;
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const int DESCRIPTION_LENGTH = 512;
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// ----------------------------------------------------------------------
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struct AuctionDataHeader {
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AuctionDataHeader();
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/// copy constructor
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AuctionDataHeader(const AuctionDataHeader & original);
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virtual ~AuctionDataHeader();
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int type; /// was char
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NetworkId auctionId; ///< identifies the auction in both client and server
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NetworkId itemId; ///< identifies the item for sale
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int itemNameLength;
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Unicode::String itemName;
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int minBid; ///< the minimum bid allowed for this auction
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int highBid; ///< if non-zero, the highest current valid bid
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int timer; ///< timeout for auction expiration
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int buyNowPrice;
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std::string location; ///< which auction house/spaceport is this item stored
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NetworkId ownerId; ///< the identifier for the player that created this auction
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NetworkId highBidderId; ///< identifies the player with the current high bid
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int maxProxyBid; ///< if non-zero, the highest bid the current bidder will place
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int myBid;
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int itemType;
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int resourceContainerClassCrc;
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int flags;
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int entranceCharge;
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};
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// ----------------------------------------------------------------------
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#endif //AUCTION_DATA_H
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