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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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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const (
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// Current NoPack registers class0/op342 at 0x1D7F470 and dispatches it to
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// sub_1D7A3B0. The matching 86JP NOTI name is EXPAND_EQUIPSLOT_INFO.
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currentActorExpandedEquipmentMsgID uint16 = 342
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// sub_2005720 selects group zero for the current EXE's town actor path.
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// sub_1D7A3B0 accepts three group selectors; values >=4 skip that group
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// without consuming a sub_1D77560 equipment block.
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currentActorExpandedEquipmentTownGroup byte = 0
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currentActorExpandedEquipmentSkippedGroup byte = 0xff
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)
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// buildCurrentActorExpandedEquipmentBody builds the exact body consumed by
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// sub_1D7A3B0:
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//
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// u16 actor key
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// repeated three times:
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// u8 equipment group
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// when group < 4: one complete sub_1D77560 equipment block
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//
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// Only group zero is populated. The two 0xff selectors are parser-defined
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// skipped groups, so this packet updates the existing town actor without
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// entering class0/op2 actor creation or replacement.
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func buildCurrentActorExpandedEquipmentBody(
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actorKey uint16,
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rows []currentMode1EquipmentObjectRow,
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cloneTitleItemID uint32,
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) []byte {
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createRows := currentMode1EquipmentCreateRows(rows)
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var writer packetWriter
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writer.writeUint16(actorKey)
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writer.writeByte(currentActorExpandedEquipmentTownGroup)
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writer.writeByte(byte(len(createRows)))
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for _, row := range createRows {
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writeCurrentMode1EquipmentCreateRow(&writer, row)
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}
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writer.writeUint32(cloneTitleItemID) // sub_1D77560 clone-title state dword.
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writer.writeByte(currentActorExpandedEquipmentSkippedGroup)
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writer.writeByte(currentActorExpandedEquipmentSkippedGroup)
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return writer.bytes()
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}
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func validateCurrentActorExpandedEquipmentProjection(
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record dnfrepo.EquipmentRecord,
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rows []currentMode1EquipmentObjectRow,
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) ([]currentMode1EquipmentObjectRow, int, error) {
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expected := make(map[byte]uint32)
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unmapped := 0
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for key, entry := range record.Entries {
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runtimeSlot, ok := currentEXEActorEquipmentSlot(entry)
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if !ok {
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if entry.SlotIndex >= 26 && entry.SlotIndex <= 29 && entry.ItemID > 0 {
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return nil, unmapped, fmt.Errorf(
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"pet equipment entry %q at slot %d lacks an explicit current-EXE runtime slot",
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key,
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entry.SlotIndex,
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)
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}
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unmapped++
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continue
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}
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if runtimeSlot > 32 {
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return nil, unmapped, fmt.Errorf(
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"equipment entry %q runtime slot %d is outside current actor slots 0..32",
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key,
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runtimeSlot,
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)
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}
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if entry.ItemID <= 0 || entry.ItemID > int64(^uint32(0)) {
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return nil, unmapped, fmt.Errorf(
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"equipment entry %q item id %d is outside current actor uint32 identity",
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key,
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entry.ItemID,
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)
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}
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slot := byte(runtimeSlot)
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if previous, exists := expected[slot]; exists {
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return nil, unmapped, fmt.Errorf(
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"equipment entries collide at current actor slot %d: item %d and %d",
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slot,
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previous,
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entry.ItemID,
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)
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}
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expected[slot] = uint32(entry.ItemID)
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}
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createRows := currentMode1EquipmentCreateRows(rows)
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actual := make(map[byte]uint32, len(createRows))
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for _, row := range createRows {
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slot, ok := currentMode1EquipmentActorSlot(row)
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if !ok {
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return nil, unmapped, fmt.Errorf("verified equipment row has no current actor slot")
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}
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if previous, exists := actual[slot]; exists {
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return nil, unmapped, fmt.Errorf(
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"verified equipment rows collide at current actor slot %d: item %d and %d",
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slot,
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previous,
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row.itemID,
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)
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}
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actual[slot] = row.itemID
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}
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if len(actual) != len(expected) {
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return nil, unmapped, fmt.Errorf(
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"expanded equipment projection is incomplete: verified=%d expected=%d",
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len(actual),
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len(expected),
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)
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}
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for slot, itemID := range expected {
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if actualItemID, exists := actual[slot]; !exists || actualItemID != itemID {
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return nil, unmapped, fmt.Errorf(
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"expanded equipment projection slot %d item=%d want=%d present=%t",
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slot,
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actualItemID,
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itemID,
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exists,
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)
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}
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}
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return createRows, unmapped, nil
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}
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// sendSelectedActorExpandedEquipmentRefresh sends the current EXE's dedicated
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// occupied-row equipment projection. sub_1D7A3B0 first resolves actorKey and
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// requires it to equal the already-selected actor. It owns reconciliation of
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// the complete group-zero equipment state; callers that need an immediately
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// visible paper-doll follow it with the current EXE's native op357 same-state
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// redraw, never a client patch or actor-generation packet.
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func (s *Service) sendSelectedActorExpandedEquipmentRefresh(
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session *gameSession,
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source string,
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) error {
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if session == nil || session.selectedCharacterID == 0 {
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return fmt.Errorf("selected actor expanded equipment refresh requires an active character")
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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charID, _, character, hasCharacter := s.selectedCharacterForEnter(ctx, session)
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if charID == 0 || charID != session.selectedCharacterID || !hasCharacter {
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return fmt.Errorf("selected actor expanded equipment refresh could not load selected actor")
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Equipment == nil {
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return fmt.Errorf("selected actor expanded equipment repository is unavailable")
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}
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equipmentRecord, found, err := repositories.Equipment.Load(ctx, strconv.Itoa(int(charID)))
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if err != nil {
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return fmt.Errorf("load selected actor expanded equipment: %w", err)
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}
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if !found {
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equipmentRecord = dnfrepo.EquipmentRecord{CharacterID: strconv.Itoa(int(charID))}
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}
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var legacyRepo dnfrepo.LegacyUserInfoRepository
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if repositories.LegacyUserInfo != nil {
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legacyRepo = repositories.LegacyUserInfo
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}
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pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
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reader := csharpLegacyUserInfoReader{
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ctx: ctx,
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repo: legacyRepo,
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characterID: strconv.Itoa(int(charID)),
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service: s,
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session: session,
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pvfStats: pvfStats,
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hasPVFStats: hasPVFStats,
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}
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equipmentRows := reader.currentMode1EquipmentObjectRows()
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createRows, unmappedRows, err := validateCurrentActorExpandedEquipmentProjection(
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equipmentRecord,
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equipmentRows,
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)
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if err != nil {
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return fmt.Errorf("validate selected actor expanded equipment: %w", err)
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}
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body := buildCurrentActorExpandedEquipmentBody(
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currentSceneActorObjectKey(charID),
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createRows,
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currentCloneTitleItemID(character, hasCharacter),
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)
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s.logPacketEvent("game-upper-selected-actor-expanded-equipment-refresh-send",
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"conn_id", session.connID,
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"channel_id", session.channel.ID,
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"source", source,
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"char_id", session.selectedCharacterID,
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"actor_object_key", currentSceneActorObjectKey(charID),
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"msg_id", currentActorExpandedEquipmentMsgID,
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"classification", 0,
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"town_group", currentActorExpandedEquipmentTownGroup,
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"equipment_entry_count", len(equipmentRows),
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"create_entry_count", len(createRows),
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"unmapped_non_actor_entry_count", unmappedRows,
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"body_len", len(body),
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"body_source", "current_exe_sub_1D7A3B0_actor_key_group0_full_sub_1D77560_two_skipped_groups_existing_actor_only")
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return s.sendGameUpperRawClass(session, currentActorExpandedEquipmentMsgID, body, 0)
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}
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