DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
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package dnfbridge
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import (
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"context"
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"fmt"
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"strconv"
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"strings"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnffatigue "longheng.io/server/internal/modules/dnf/fatigue"
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"longheng.io/server/internal/modules/dnf/premium"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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const currentBlackDiamondNameplateStat = "black_diamond_nameplate_active"
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type currentBlackDiamondSelectionResult struct {
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Account dnfrepo.AccountRecord
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Character dnfrepo.CharacterRecord
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Found bool
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Active bool
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ExpiresAt time.Time
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}
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func (s *Service) currentBlackDiamondActive(session *gameSession) bool {
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if session == nil {
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return false
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}
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session.blackDiamondMu.RLock()
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expiresAt := session.blackDiamondExpiresAt
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session.blackDiamondMu.RUnlock()
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return expiresAt.After(s.gameplayNow().UTC())
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}
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func (s *Service) setCurrentBlackDiamondExpiry(session *gameSession, expiresAt time.Time) {
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if session == nil {
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return
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}
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session.blackDiamondMu.Lock()
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session.blackDiamondExpiresAt = expiresAt.UTC()
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session.blackDiamondMu.Unlock()
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}
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func currentBlackDiamondExpiration(account dnfrepo.AccountRecord) time.Time {
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expireAt := premium.BlackDiamondExpireAt(account)
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if expireAt <= 0 {
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return time.Time{}
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}
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return time.Unix(expireAt, 0).UTC()
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}
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// activateBlackDiamondForCharacter is the single durable entitlement owner
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// shared by the payment portal and the loopback GM API. The account metadata
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// and the selected character's fatigue projection commit in one repository
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// transaction, which also keeps the SQLite single-connection backend free of
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// transaction-external reads.
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func (s *Service) activateBlackDiamondForCharacter(
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ctx context.Context,
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accountID string,
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characterID string,
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duration time.Duration,
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) (currentBlackDiamondSelectionResult, error) {
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var result currentBlackDiamondSelectionResult
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accountID = strings.TrimSpace(accountID)
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characterID = strings.TrimSpace(characterID)
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if s == nil || accountID == "" || characterID == "" || duration <= 0 {
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return result, fmt.Errorf("Black Diamond activation request is invalid")
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.RentalAssets == nil {
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return result, fmt.Errorf("Black Diamond repositories are unavailable")
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}
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now := s.gameplayNow().UTC()
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err := repositories.RentalAssets.WithinRentalAssets(
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ctx,
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accountID,
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characterID,
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func(accounts dnfrepo.AccountRepository, characters dnfrepo.CharacterRepository, _ dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository) error {
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account, found, err := accounts.Load(ctx, accountID)
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if err != nil {
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return err
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}
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if !found {
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return fmt.Errorf("Black Diamond account was not found")
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}
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character, found, err := characters.Load(ctx, characterID)
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if err != nil {
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return err
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}
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if !found || strings.TrimSpace(character.AccountID) != accountID {
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return fmt.Errorf("Black Diamond character was not found")
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}
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account = dnfrepo.CloneAccount(account)
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character = dnfrepo.CloneCharacter(character)
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premium.Upsert(&account, premium.TypeBlackDiamondEntitlement, int64(duration/time.Second), 1, now)
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if character.Stats == nil {
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character.Stats = make(map[string]int64, 4)
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}
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desired := dnffatigue.DesiredBlackDiamondLimit(character.Stats["fatigue_limit"], true)
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remaining, limit, _ := dnffatigue.ReconcileLimit(
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character.Stats["fatigue"],
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character.Stats["fatigue_limit"],
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desired,
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)
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character.Stats["fatigue"], character.Stats["fatigue_limit"] = remaining, limit
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account.UpdatedAt, character.UpdatedAt = now, now
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if err := accounts.Save(ctx, account); err != nil {
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return err
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}
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if err := dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats); err != nil {
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return err
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}
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result = currentBlackDiamondSelectionResult{
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Account: account, Character: character, Found: true, Active: true,
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ExpiresAt: currentBlackDiamondExpiration(account),
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}
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return nil
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},
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)
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if err != nil {
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return currentBlackDiamondSelectionResult{}, err
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}
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return result, nil
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}
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// reconcileCurrentBlackDiamondSelection is the account/character transaction
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// that closes the membership lifecycle before the select ACK is built. It
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// reads only entitlement 1000 and preserves consumed fatigue while moving only
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// the native 156/188 limits.
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func (s *Service) reconcileCurrentBlackDiamondSelection(
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ctx context.Context,
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session *gameSession,
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selected dnfrepo.CharacterRecord,
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) (currentBlackDiamondSelectionResult, error) {
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result := currentBlackDiamondSelectionResult{Character: selected}
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return result, nil
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.RentalAssets == nil {
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return result, nil
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}
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accountID := strings.TrimSpace(s.accountIDForSession(session))
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characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
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if accountID == "" {
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return result, nil
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}
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now := s.gameplayNow().UTC()
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err := repositories.RentalAssets.WithinRentalAssets(
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ctx,
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accountID,
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characterID,
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func(accounts dnfrepo.AccountRepository, characters dnfrepo.CharacterRepository, _ dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository) error {
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account, found, err := accounts.Load(ctx, accountID)
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if err != nil || !found {
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return err
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}
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character, found, err := characters.Load(ctx, characterID)
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if err != nil || !found {
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return err
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}
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account = dnfrepo.CloneAccount(account)
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character = dnfrepo.CloneCharacter(character)
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expiresAt := currentBlackDiamondExpiration(account)
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active := expiresAt.After(now)
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if character.Stats == nil {
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character.Stats = make(map[string]int64, 4)
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}
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currentLimit := character.Stats["fatigue_limit"]
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desiredLimit := dnffatigue.DesiredBlackDiamondLimit(currentLimit, active)
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remaining, limit, fatigueChanged := dnffatigue.ReconcileLimit(
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character.Stats["fatigue"],
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currentLimit,
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desiredLimit,
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)
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if fatigueChanged {
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character.Stats["fatigue"] = remaining
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character.Stats["fatigue_limit"] = limit
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character.UpdatedAt = now
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if err := dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats); err != nil {
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return err
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}
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}
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result = currentBlackDiamondSelectionResult{
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Account: account, Character: character, Found: true,
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Active: active, ExpiresAt: expiresAt,
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}
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return nil
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},
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)
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if err != nil {
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return currentBlackDiamondSelectionResult{Character: selected}, fmt.Errorf("reconcile black diamond selection: %w", err)
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}
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if result.Found {
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s.setCurrentBlackDiamondExpiry(session, result.ExpiresAt)
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}
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return result, nil
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}
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// refreshCurrentBlackDiamondAfterActivation publishes only live state that
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// the current town scene can safely consume. Dungeon sessions keep the durable
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// entitlement and receive the complete projection on their normal town return.
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func (s *Service) refreshCurrentBlackDiamondAfterActivation(
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ctx context.Context,
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session *gameSession,
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source string,
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) error {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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_, _, selected, found := s.selectedCharacterForEnter(ctx, session)
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if !found {
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return nil
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}
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result, err := s.reconcileCurrentBlackDiamondSelection(ctx, session, selected)
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if err != nil || !result.Found {
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return err
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}
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session.dungeon.mu.Lock()
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inDungeon := session.dungeon.runtime != nil
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session.dungeon.mu.Unlock()
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if inDungeon || session.townSceneReadyCharacterID != session.selectedCharacterID {
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s.logGameEvent(session, "game-black-diamond-live-refresh-deferred",
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"char_id", session.selectedCharacterID,
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"source", source,
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"in_dungeon", inDungeon,
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"town_ready", session.townSceneReadyCharacterID == session.selectedCharacterID)
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return nil
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}
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if err := s.sendGameUpperRawClass(
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session,
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currentFatigueMsgID,
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buildCurrentFatigueBody(result.Character, true),
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0,
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); err != nil {
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return err
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}
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body, err := s.buildCurrentSceneObjectListBodyForSessionInContextStrict(
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ctx,
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session,
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session.selectedCharacterID,
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result.Character.Name,
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result.Character,
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true,
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currentTownActorOwnerContext(session),
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)
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if err != nil {
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return err
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}
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if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketSetUDPIPPort), body, 0); err != nil {
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return err
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}
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s.logGameEvent(session, "game-black-diamond-live-refresh-sent",
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"char_id", session.selectedCharacterID,
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"source", source,
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"fatigue", result.Character.Stats["fatigue"],
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"fatigue_limit", result.Character.Stats["fatigue_limit"],
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"expires_at", result.ExpiresAt)
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return nil
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}
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// sendCurrentBlackDiamondActivationState publishes the proved current-client
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// activation route only when the selected actor is town-ready. Dungeon and
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// scene-transition sessions retain the durable entitlement and intentionally
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// defer presentation packets until the ordinary town reconstruction.
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func (s *Service) sendCurrentBlackDiamondActivationState(
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ctx context.Context,
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session *gameSession,
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expiresAt time.Time,
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source string,
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) (bool, error) {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return false, nil
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}
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s.setCurrentBlackDiamondExpiry(session, expiresAt)
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session.dungeon.mu.Lock()
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inDungeon := session.dungeon.runtime != nil
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session.dungeon.mu.Unlock()
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townReady := session.townSceneReadyCharacterID == session.selectedCharacterID
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if inDungeon || !townReady {
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s.logGameEvent(session, "game-black-diamond-activation-deferred",
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"char_id", session.selectedCharacterID,
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"source", source,
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"in_dungeon", inDungeon,
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"town_ready", townReady)
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return true, nil
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}
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remaining := expiresAt.Unix() - s.gameplayNow().UTC().Unix()
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if remaining < 0 {
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remaining = 0
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}
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if err := s.sendGameUpperRawClass(
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session,
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currentPremiumActivatedMsgID,
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buildCurrentPremiumActivatedBody(premium.TypeBlackDiamondWire, remaining),
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0,
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); err != nil {
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return false, err
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}
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return false, s.refreshCurrentBlackDiamondAfterActivation(ctx, session, source)
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}
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