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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"strconv"
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"strings"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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"longheng.io/server/internal/modules/dnf/raid"
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)
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// The refusal codes of the client's C2S 666 (START_RAID) answer.
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//
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// sub_1D04620 is registered for opcode 666 and is a (result, message code)
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// dispatcher: a non-zero result byte jumps straight to its epilogue, and a zero
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// one picks a string out of the client's own table, formats it and opens the
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// announcement window (scene UI owner 0x298) with it. The codes it knows are
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//
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// 0x08 -> 49075 只有攻坚队长才能开始。
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// 0x11 -> 49085 攻坚队中存在未准备入场材料的队员。
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// 0x13 -> 65066 当前状态下, 无法挑战安徒恩团队模式。
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// 0x16 -> 49077 攻坚队要求的最低人数不足, 无法开始。
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// 0xD9 -> 66021 攻坚队有队员超过每日的通关次数上限。
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//
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// 0x11 and 0xD9 additionally read a u32 count followed by count u32s -- the
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// members the message is about. The client consumes and discards that list, but
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// the cursor still has to line up, so it is only written for those two codes.
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const (
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runtimeRaidStartFailureNotLeader byte = 0x08
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runtimeRaidStartFailureEntryCost byte = 0x11
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runtimeRaidStartFailureInvalidState byte = 0x13
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runtimeRaidStartFailureMinimumRoster byte = 0x16
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runtimeRaidStartFailureDailyLimit byte = 0xD9
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)
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// sendRaidStartFailure answers C2S 666 with one of the client's own refusal
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// messages. The generic sendRaidCommandFailure body is {0, 3}, and code 3 is not
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// in the dispatcher's table, which is why a refused start used to look like the
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// client had ignored the click.
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func (s *Service) sendRaidStartFailure(session *gameSession, typ uint16, code byte, members []uint16) error {
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body := []byte{0, code}
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switch code {
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case runtimeRaidStartFailureEntryCost, runtimeRaidStartFailureDailyLimit:
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body = binary.LittleEndian.AppendUint32(body, uint32(len(members)))
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for _, member := range members {
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body = binary.LittleEndian.AppendUint32(body, uint32(member))
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}
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}
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return s.sendGameUpperRawClassCodec(session, typ, body, dnfproto.DefaultChannelClassification, true)
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}
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// runtimeRaidMembersMissingEntryCost lists the frozen members whose inventory has
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// no entry ticket left. The list feeds code 0x11 so the leader can see who the
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// client's "攻坚队中存在未准备入场材料的队员。" is about in the logs.
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func (s *Service) runtimeRaidMembersMissingEntryCost(state runtimeRaidState) []uint16 {
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repositories, repositoriesOK := s.repositoryGroup()
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itemID, count := runtimeRaidEntryCostForState(state)
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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missing := make([]uint16, 0, len(state.FrozenMembers))
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for _, member := range state.FrozenMembers {
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if runtimeRaidMemberHasEntryCost(ctx, repositories, repositoriesOK, member.CharID, itemID, count) {
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continue
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}
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missing = append(missing, member.CharID)
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}
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return missing
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}
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// runtimeRaidChannelID is the channel a raid key belongs to: nextRuntimeRaidKeyLocked
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// packs the channel into the high half and the creator's character id into the low
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// half.
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func runtimeRaidChannelID(raidKey uint32) int {
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return int(uint16(raidKey >> 16))
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}
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// runtimeRaidClearedByPhase reports whether finishing this phase finished the raid
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// itself: a team raid clears on phase two, the single mode on its only phase, and
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// Fiend War on its only phase too ([PHASE MAX] 1 in its .etc — 打完罗什就是整场收尾).
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func runtimeRaidClearedByPhase(state runtimeRaidState, phase byte) bool {
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if state.RaidMode == runtimeRaidOwnerFiendWar {
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return phase == runtimeRaidDungeonPhaseOne
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}
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if state.TailFlag == 1 {
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return phase == runtimeRaidDungeonPhaseOne
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}
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return phase == runtimeRaidDungeonPhaseTwo
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}
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// broadcastRuntimeRaidClearAnnouncement tells the raid's channel that the raid is
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// over, on the client's own 0x0272 announcement line.
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//
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// The audience is the channel the raid was created on, which is where every raid
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// member sits, so the announcement reaches them whether or not they are still in
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// the raid party screen.
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func (s *Service) broadcastRuntimeRaidClearAnnouncement(state runtimeRaidState) error {
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leaderName := []byte(nil)
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if index := runtimeRaidMemberIndex(state, state.LeaderID); index >= 0 {
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leaderName = rosterNameBytes(state.Members[index].Name)
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}
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kind := raid.RaidClearKindAnton
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switch state.RaidMode {
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case runtimeRaidOwnerLuke:
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kind = raid.RaidClearKindLuke
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case runtimeRaidOwnerFiendWar:
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// kind 2 是客户端 switch 里那条超时空通报:
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// 75517 强大的%s攻坚队队长%s和队员们破坏了量子时空传送站! 恭喜!
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// 以前这里只有安东/卢克两个分支,超时空通关连通报都不会发(操作员
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// 2026-10-01 报的"缺少系统提示"就是它)。
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kind = raid.RaidClearKindSpiral
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}
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body, err := raid.BuildRaidClearAnnouncementBody(raid.RaidClearAnnouncement{
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Kind: kind,
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RaidName: state.NameBytes,
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LeaderName: leaderName,
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Solo: state.TailFlag == 1,
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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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channelID := runtimeRaidChannelID(state.RaidKey)
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recipients := currentChatSessionsOnChannel(s.currentOnlineChatSessions(), channelID)
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delivered := 0
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for _, recipient := range recipients {
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if recipient == nil {
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continue
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}
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if err := s.sendGameUpperRawClassCodec(recipient, raid.RaidClearAnnouncementMsgID, body, 0, true); err != nil {
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continue
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}
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delivered++
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}
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s.logPacketEvent("game-raid-clear-announcement",
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"raid_key", state.RaidKey,
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"channel_id", channelID,
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"kind", kind,
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"solo", state.TailFlag == 1,
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"raid_name_len", len(state.NameBytes),
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"leader_name_len", len(leaderName),
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"recipients", delivered)
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return nil
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}
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// announceRuntimeRaidClearIfNeeded raises the clear announcement exactly once, on
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// the transition that finishes the raid. The lifecycle status is the first guard:
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// the phase is still PhaseActive when its objectives complete, and the settlement
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// moves it to AwaitingMovie, so a later completion callback cannot announce again.
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//
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// The status alone is not enough, because the same phase can complete more than
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// once while the settlement cannot start -- a gate still occupied by a member whose
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// client froze keeps openRuntimeRaidPhaseMovie on errRuntimeRaidLifecycleState, and
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// the next clear of the same phase re-enters this function with the status still
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// PhaseActive. Live 2026-09-17 07:26:44Z: character 22 cleared the heart twice in
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// 92ms and both members received msg 0x0272 twice. The raid state therefore carries
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// its own one-shot claim per phase, which makes the banner independent of how many
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// times the completion was observed.
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func (s *Service) announceRuntimeRaidClearIfNeeded(state runtimeRaidState, phase byte) {
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if state.Lifecycle.Status != runtimeRaidLifecyclePhaseActive || !runtimeRaidClearedByPhase(state, phase) {
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return
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}
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if !s.claimRuntimeRaidClearAnnouncement(state.RaidKey, phase) {
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s.logPacketEvent("game-raid-clear-announcement-duplicate-skipped",
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"raid_key", state.RaidKey,
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"raid_phase", phase,
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"reason", "clear_banner_already_announced_for_this_phase")
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return
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}
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s.recordRuntimeRaidClearForAdventureGroup(state)
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if err := s.broadcastRuntimeRaidClearAnnouncement(state); err != nil {
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s.logPacketEvent("game-raid-clear-announcement-failed",
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"raid_key", state.RaidKey, "phase", phase, "error", fmt.Sprint(err))
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}
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}
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// recordRuntimeRaidClearForAdventureGroup credits one Anton/Luke clear to every
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// member account. Adventure-group content counters are account-wide, so each
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// member's account receives the same +1. Fiend War has no counter in this UI.
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func (s *Service) recordRuntimeRaidClearForAdventureGroup(state runtimeRaidState) {
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var key string
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switch state.RaidMode {
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case runtimeRaidOwnerAnton:
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key = "adventure_group_anton_clears"
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case runtimeRaidOwnerLuke:
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key = "adventure_group_luke_clears"
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default:
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return
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Character == nil || repositories.Account == nil {
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return
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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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seen := make(map[uint16]struct{}, len(state.Members)+len(state.FrozenMembers))
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for _, members := range [][]runtimeRaidMemberState{state.Members, state.FrozenMembers} {
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for _, member := range members {
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if member.CharID == 0 {
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continue
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}
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if _, duplicate := seen[member.CharID]; duplicate {
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continue
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}
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seen[member.CharID] = struct{}{}
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characterID := strconv.FormatUint(uint64(member.CharID), 10)
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character, found, err := repositories.Character.Load(ctx, characterID)
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if err != nil || !found || strings.TrimSpace(character.AccountID) == "" {
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continue
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}
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account, found, err := repositories.Account.Load(ctx, character.AccountID)
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if err != nil || !found {
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continue
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}
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if account.Metadata == nil {
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account.Metadata = make(map[string]string)
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}
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count := uint64(0)
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if raw := strings.TrimSpace(account.Metadata[key]); raw != "" {
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if parsed, parseErr := strconv.ParseUint(raw, 10, 32); parseErr == nil {
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count = parsed
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}
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}
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if count < uint64(^uint32(0)) {
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count++
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}
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account.Metadata[key] = strconv.FormatUint(count, 10)
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if saveErr := repositories.Account.Save(ctx, account); saveErr != nil {
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s.logPacketEvent("game-raid-adventure-counter-save-failed",
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"raid_key", state.RaidKey,
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"character_id", member.CharID,
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"account_id", character.AccountID,
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"error", fmt.Sprint(saveErr))
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continue
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}
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s.logPacketEvent("game-raid-adventure-counter",
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"raid_key", state.RaidKey,
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"character_id", member.CharID,
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"account_id", character.AccountID,
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"counter", key,
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"value", count)
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}
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}
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}
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// formatRuntimeRaidMemberIDs renders a member list for one log field.
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func formatRuntimeRaidMemberIDs(members []uint16) string {
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if len(members) == 0 {
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return ""
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}
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parts := make([]string, 0, len(members))
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for _, member := range members {
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parts = append(parts, strconv.Itoa(int(member)))
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}
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return strings.Join(parts, ",")
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}
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