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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"encoding/binary"
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"fmt"
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"sort"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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"longheng.io/server/internal/modules/dnf/premium"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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const currentLotteryNativeResultBodySize = 1 + 2 + currentItemListEntryWireSize + 4
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func decodeCurrentLotteryRequest(body []byte) (bool, int16, error) {
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if len(body) < 4 {
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return false, 0, fmt.Errorf("lottery body length %d is below 4", len(body))
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}
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mode := binary.LittleEndian.Uint16(body[:2])
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slot := int16(binary.LittleEndian.Uint16(body[2:4]))
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if mode > 1 || slot < 0 {
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return false, 0, fmt.Errorf("lottery mode=%d slot=%d is invalid", mode, slot)
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}
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return mode == 1, slot, nil
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}
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func buildCurrentLotteryErrorBody() []byte {
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// NoPack.exe's class-1 op27 handler receives the first byte as the success
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// flag and the second byte as the native failure reason. A short, complete
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// failure body prevents the handler from interpreting phase-start fields as
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// an error code.
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return []byte{0, 4}
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}
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func (s *Service) handleCurrentLotteryItem(session *gameSession, body []byte) error {
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wantsDouble, slot, err := decodeCurrentLotteryRequest(body)
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if err != nil {
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s.logGameEvent(session, "game-lottery-item-rejected", "body_len", len(body), "reason", err)
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketUseLotteryItem), buildCurrentLotteryErrorBody(), dnfproto.DefaultChannelClassification)
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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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catalog, err := s.currentPVFItemCatalog()
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if err != nil {
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketUseLotteryItem), buildCurrentLotteryErrorBody(), dnfproto.DefaultChannelClassification)
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}
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// 塔罗牌类消耗品(`[monster tarot card]`)走的是**同一个 op27**,但既有的
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// booster 解析器对它是必然拒绝(booster_pvf.go:64:type is not random)。所以
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// 在构造 booster 请求之前做一次显式分派:只有源道具确实是塔罗牌时才由
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// tarot_lottery_item.go 接管并直接返回;其它任何道具都继续走下面这条**逐字节
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// 未改动**的罐子路径。
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//
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// 为什么要在这里而不是继续挂在 op44:见 tarot_lottery_item.go 文件头(现场
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// 2026-09-30 的实机包证明客户端对一个塔罗牌发的是 class-1/type-27)。
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if tarotHandled, tarotErr := s.tryHandleCurrentTarotLotteryItem(ctx, session, catalog, wantsDouble, slot); tarotHandled || tarotErr != nil {
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return tarotErr
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}
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request := currentBoosterOpenRequest{Kind: currentBoosterRequestLottery, SourceSlot: slot}
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definition, err := s.prepareCurrentBooster(ctx, session, catalog, request)
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if err != nil || !isCurrentLotteryJarType(definition.StackableType) {
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s.logGameEvent(session, "game-lottery-item-rejected",
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"slot", slot,
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"stackable_type", definition.StackableType,
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"reason", err)
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketUseLotteryItem), buildCurrentLotteryErrorBody(), dnfproto.DefaultChannelClassification)
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}
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doubleReward := false
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now := time.Now().UTC()
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if wantsDouble {
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_, account, character, premiumErr := s.currentPremiumServiceRecords(ctx, session)
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doubleReward = premiumErr == nil &&
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premium.Active(account, premium.DevilSlotType(premium.DevilSlotDoubleJar), now) &&
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premium.DailyUsage(character, premium.DevilSlotDoubleJar, now) < premium.DailyLimit(premium.DevilSlotDoubleJar)
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}
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request.RewardMultiplier = 1
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request.ConsumePremiumDaily = doubleReward
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request.PremiumDailySlot = premium.DevilSlotDoubleJar
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if doubleReward {
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request.RewardMultiplier = 2
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}
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return s.commitAndSendCurrentLottery(ctx, session, catalog, definition, request, wantsDouble, doubleReward)
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}
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func (s *Service) handleCurrentLotteryOverflowConfirm(session *gameSession, body []byte) error {
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// The current NoPack.exe consumes the complete replacement item row from
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// the op27 response before it starts the native jar animation. Some client
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// paths still emit the historical op217 completion notification; the
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// reward has already been committed by op27, so acknowledging it here would
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// duplicate both source consumption and rewards.
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return nil
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}
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func (s *Service) commitAndSendCurrentLottery(
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ctx context.Context,
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session *gameSession,
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catalog *pvfDungeonDropCatalog,
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definition currentBoosterDefinition,
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request currentBoosterOpenRequest,
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requestedDouble bool,
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doubleReward bool,
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) error {
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slot := request.SourceSlot
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result, err := s.commitCurrentBooster(ctx, session, catalog, definition, request)
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if err != nil {
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s.logGameEvent(session, "game-lottery-item-open-rejected", "slot", slot, "double_reward", doubleReward, "reason", err)
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketUseLotteryItem), buildCurrentLotteryErrorBody(), dnfproto.DefaultChannelClassification)
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}
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resultBody, err := buildCurrentLotteryResultBody(result)
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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.CmdPacketUseLotteryItem), resultBody, dnfproto.DefaultChannelClassification); err != nil {
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return err
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}
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// NoPack.exe sub_1D31260 applies both sides of a successful op27 locally:
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// it decrements/removes the source jar before reading the 0x77-byte reward
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// row, then creates or increments the reward object from that row. Sending
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// an op14 source-slot refresh or an op13 full-list refresh here is therefore
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// not only redundant; during "open all" it replaces inventory objects while
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// the native animation queue still holds them. The next automatic op27 can
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// then dereference stale client state and terminate the process. Keep op27 as
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// the sole inventory mutation packet for the entire native opening sequence.
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if result.GoldGranted > 0 {
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if err := s.sendGameUpperRawClass(
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session,
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uint16(dnfenum.CmdPacketWalkoutPartyMember),
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buildCurrentGoldStateBody(result.GoldAfter),
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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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}
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if doubleReward {
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if err := s.sendCurrentPremiumServiceState(session, "lottery_double_reward_after_commit", currentPremiumServiceTypeForSession(session)); err != nil {
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return err
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}
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}
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s.logGameEvent(session, "game-lottery-item-open-committed",
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"slot", slot,
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"source_item", result.SourceItemID,
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"source_remaining", result.SourceRemaining,
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"requested_double", requestedDouble,
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"double_reward", doubleReward,
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"gold_granted", result.GoldGranted,
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"gold_after", result.GoldAfter,
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"reward_count", len(result.Rewards),
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"rewards", fmt.Sprint(result.Rewards),
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"op27_body_len", len(resultBody),
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"state_source", "NoPack.exe_sub_1D31260_u16_source_plus_raw_0x77_item_plus_u32",
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"inventory_sync", "native_op27_only_no_interleaved_op14_or_op13")
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// 每天可用次数(PVF [total usable count]):抽奖罐同样受这份契约约束 —— 但**只**
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// 在服务端拦(计数与判定已经在 commitCurrentBooster 的同一个事务里完成),这里
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// 刻意**不**追加 op541。原因见上面那段:op27 的成功路径有一条被测试钉死的
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// "结果包之后不得再有包"约束(booster_item_test.go 的
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// TestCurrentLotteryUpgradableLegacyJarUsesNativeItemRowAndGrantsPVFReward),
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// 它记录的是真机上"动画队列仍握着背包对象时插入背包包 → 客户端崩溃"的教训。
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// op541 只在既有道具对象上写两个计数,理论上不同于被禁止的 op14/op13,但那条
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// 断言无法离线证明安全,所以罐子的 tooltip 计数改由**登录回放**刷新
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// (select_character_inventory_bootstrap.go 的 sendCurrentCharacterDailyUseStates,
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// 它按角色 stats 重放全部 item_daily_used_*,不区分道具是盒还是罐)。
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// 要让罐子也即时刷新,需要一次真机取证后再放开这里。
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return nil
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}
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func isCurrentLotteryJarType(stackableType string) bool {
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return stackableType == "[upgradable legacy]" || stackableType == "[random upgradable legacy]"
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}
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func buildCurrentLotteryResultBody(result currentBoosterCommitResult) ([]byte, error) {
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if len(result.Rewards) == 0 && result.GoldGranted == 0 {
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return buildCurrentLotteryErrorBody(), nil
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}
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var displayEntry currentItemListEntry
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displayFound := result.LotteryDisplayEntrySet
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if displayFound {
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displayEntry = result.LotteryDisplayEntry
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}
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if !displayFound && len(result.Rewards) == 0 {
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// Current EXE reserves list-0 slot 0/item 0 for the gold wallet. The
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// op27 row drives the result animation and therefore carries only this
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// opening's award; the following op14 refresh carries the durable total.
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displayEntry = currentGoldWalletItemListEntry(int64(result.GoldGranted))
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displayFound = true
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}
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if !displayFound && len(result.Rewards) > 0 {
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rewards := append([]currentBoosterGrantedReward(nil), result.Rewards...)
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sort.Slice(rewards, func(i, j int) bool { return rewards[i].ItemID < rewards[j].ItemID })
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// Premium and collection rewards are intentionally persisted outside
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// the main inventory and therefore have no durable list-0 row. The
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// native animation still requires a complete item record; use a
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// transient display row and let the authoritative list refresh reconcile
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// it immediately after the animation starts.
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displayEntry = currentItemListEntryFromStack(
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dnfrepo.MainInventoryListType,
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result.SourceSlot,
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dnfrepo.ItemStack{ItemID: int64(rewards[0].ItemID), Count: int64(rewards[0].Count)},
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)
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displayFound = true
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}
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if !displayFound {
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return buildCurrentLotteryErrorBody(), nil
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}
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var writer packetWriter
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writer.writeByte(1)
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writer.writeUint16(uint16(result.SourceSlot))
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writer.writeBytes(displayEntry.data[:])
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writer.writeUint32(0)
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body := writer.bytes()
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if len(body) != currentLotteryNativeResultBodySize {
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return nil, fmt.Errorf("lottery native result body length %d, want %d", len(body), currentLotteryNativeResultBodySize)
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}
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return body, nil
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}
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