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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"fmt"
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"time"
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)
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// A dropped transport keeps its attack-party seat for a grace window instead of
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// being removed on the spot: the roster row is marked disconnected for the
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// other members, the same character may reconnect into the same seat, and only
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// a grace window that goes unanswered removes the member -- exactly like the
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// 退出攻坚队 the client would otherwise have to perform by hand. A leader who
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// never returns hands the raid to the next member in roster order rather than
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// freezing it, and a drop that empties the roster disbands the raid.
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//
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// The grace applies whatever the raid is doing. It used to be cut short once the
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// roster was frozen, because removal was refused for a started raid; now that a
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// leave always goes through, the frozen case removes the member like any other.
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//
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// Hypothesis source (never authority): the read-only 86JP C# server,
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// Game/Raid/RaidManager.cs (RaidDisconnectGraceMilliseconds, LeaveLocked
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// successor rule) and RaidHandler.cs (ExpireRaidDisconnectGraceAsync).
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//
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// runtimeRaidDisconnectGrace is only the fallback now: the window itself comes
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// from the raid's own PVF, [DISCONN MEMBER WAIT TIME] (300 in both the shipped
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// etc/raid/anton.etc and etc/raid/luke/luke.etc). See
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// runtimeRaidDisconnectGraceForState.
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const (
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runtimeRaidDisconnectGrace = 5 * time.Minute
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runtimeRaidMemberUserStateOnline byte = 1
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runtimeRaidMemberUserStateOffline byte = 0
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)
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// runtimeRaidDisconnectGraceForState is how long this raid holds a dropped
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// member's seat: the [DISCONN MEMBER WAIT TIME] its own catalog declares, or the
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// 300-second fallback when no catalog covers the state (a hand-built fixture, an
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// unavailable config) or the document omits the section.
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//
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// Both shipped raids declare 300, which is exactly the constant it replaces, so
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// wiring the PVF through changes no behaviour -- it only stops the value from
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// drifting if the document is ever edited.
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func runtimeRaidDisconnectGraceForState(state *runtimeRaidState) time.Duration {
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if state != nil {
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if config := runtimeRaidBaseConfig(*state); config != nil && config.DisconnMemberWaitTime > 0 {
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return time.Duration(config.DisconnMemberWaitTime) * time.Second
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}
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}
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return runtimeRaidDisconnectGrace
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}
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type runtimeRaidDisconnectReservation struct {
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RaidKey uint32
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CharacterID uint16
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Generation uint64
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DisconnectedAt time.Time
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ExpiresAt time.Time
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}
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func runtimeRaidDisconnectTimerName(raidKey uint32, characterID uint16) string {
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return fmt.Sprintf("raid-disconnect:%d:%d", raidKey, characterID)
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}
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// noteRuntimeRaidSessionDisconnected reserves the departing member's seat. It
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// is called from the canonical session teardown, before the session leaves the
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// online table, so the disconnecting socket itself is excluded from the
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// roster broadcast.
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func (s *Service) noteRuntimeRaidSessionDisconnected(session *gameSession, reason string) {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return
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}
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characterID := session.selectedCharacterID
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generation := session.characterGeneration
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now := s.gameplayNow()
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s.raidMu.Lock()
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state := s.runtimeRaidByMemberLocked(characterID)
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if state == nil {
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s.raidMu.Unlock()
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return
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}
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index := runtimeRaidMemberIndex(*state, characterID)
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if index < 0 {
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s.raidMu.Unlock()
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return
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}
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state.Members[index].UserState = runtimeRaidMemberUserStateOffline
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// The member's session took its dungeon run with it. Releasing the run here is
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// what keeps a client crash from squatting on a gate forever: the run can no
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// longer be completed or abandoned, so its occupancy has to go with the socket.
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// The seat itself is still held for the grace window below.
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s.releaseRuntimeRaidRunsOwnedByLocked(state, characterID)
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if s.raidDisconnects == nil {
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s.raidDisconnects = make(map[uint16]runtimeRaidDisconnectReservation)
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}
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grace := runtimeRaidDisconnectGraceForState(state)
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reservation := runtimeRaidDisconnectReservation{
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RaidKey: state.RaidKey,
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CharacterID: characterID,
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Generation: generation,
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DisconnectedAt: now,
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ExpiresAt: now.Add(grace),
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}
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s.raidDisconnects[characterID] = reservation
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snapshot := cloneRuntimeRaidState(*state)
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s.raidMu.Unlock()
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if err := s.scheduleRuntimeRaidDisconnectExpiry(reservation, grace); err != nil {
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s.logPacketEvent("game-raid-disconnect-timer-failed",
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"raid_key", snapshot.RaidKey, "char_id", characterID, "error", err)
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}
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if err := s.broadcastRuntimeRaidRefreshExcept(snapshot, characterID); err != nil {
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s.logPacketEvent("game-raid-disconnect-refresh-failed",
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"raid_key", snapshot.RaidKey, "char_id", characterID, "error", err)
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}
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s.logGameEvent(session, "game-raid-member-disconnected-reserved",
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"raid_key", snapshot.RaidKey,
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"char_id", characterID,
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"reason", reason,
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"started", snapshot.Started,
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"grace_seconds", int(grace/time.Second))
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}
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// restoreRuntimeRaidPresence clears a reservation for a character whose new
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// session has become canonical and republishes the row as online.
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func (s *Service) restoreRuntimeRaidPresence(session *gameSession, reason string) {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return
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}
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characterID := session.selectedCharacterID
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s.raidMu.Lock()
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reservation, reserved := s.raidDisconnects[characterID]
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if reserved {
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delete(s.raidDisconnects, characterID)
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}
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state := s.runtimeRaidByMemberLocked(characterID)
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if state == nil {
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s.raidMu.Unlock()
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return
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}
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index := runtimeRaidMemberIndex(*state, characterID)
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if index < 0 || (!reserved && state.Members[index].UserState == runtimeRaidMemberUserStateOnline) {
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s.raidMu.Unlock()
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return
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}
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state.Members[index].UserState = runtimeRaidMemberUserStateOnline
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snapshot := cloneRuntimeRaidState(*state)
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s.raidMu.Unlock()
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if reserved {
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if queue := s.ensureGameplayTimeQueue(); queue != nil {
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queue.Cancel(runtimeRaidDisconnectTimerName(reservation.RaidKey, characterID))
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}
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}
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if err := s.broadcastRuntimeRaidRefresh(snapshot); err != nil {
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s.logPacketEvent("game-raid-presence-restore-refresh-failed",
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"raid_key", snapshot.RaidKey, "char_id", characterID, "error", err)
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}
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s.logGameEvent(session, "game-raid-member-presence-restored",
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"raid_key", snapshot.RaidKey,
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"char_id", characterID,
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"reason", reason,
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"had_reservation", reserved)
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}
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func (s *Service) scheduleRuntimeRaidDisconnectExpiry(reservation runtimeRaidDisconnectReservation, delay time.Duration) error {
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queue := s.ensureGameplayTimeQueue()
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if queue == nil {
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return errGameplayTimeQueueUnavailable
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}
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return queue.ScheduleAfter(
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runtimeRaidDisconnectTimerName(reservation.RaidKey, reservation.CharacterID),
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delay,
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func(due time.Time) { s.expireRuntimeRaidDisconnect(reservation, due) },
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)
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}
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// expireRuntimeRaidDisconnect is the grace-window callback. Only the exact
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// reservation that armed it may act; a reconnect replaces the reservation and
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// leaves this callback stale.
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func (s *Service) expireRuntimeRaidDisconnect(armed runtimeRaidDisconnectReservation, due time.Time) {
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due = runtimeRaidNormalizeTime(due)
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s.raidMu.Lock()
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current, reserved := s.raidDisconnects[armed.CharacterID]
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if !reserved || current.RaidKey != armed.RaidKey || current.Generation != armed.Generation {
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s.raidMu.Unlock()
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return
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}
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if due.Before(current.ExpiresAt) {
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remaining := current.ExpiresAt.Sub(due)
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s.raidMu.Unlock()
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if err := s.scheduleRuntimeRaidDisconnectExpiry(current, remaining); err != nil {
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s.logPacketEvent("game-raid-disconnect-timer-failed",
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"raid_key", armed.RaidKey, "char_id", armed.CharacterID, "error", err)
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}
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return
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}
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state := s.raids[armed.RaidKey]
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if state == nil || runtimeRaidMemberIndex(*state, armed.CharacterID) < 0 {
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delete(s.raidDisconnects, armed.CharacterID)
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s.raidMu.Unlock()
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return
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}
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// The grace window is the whole of the drop rule: a member who does not come
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// back inside it leaves the raid, whether or not the raid has started. This
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// used to defer forever once the roster was frozen (StartPending/Started),
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// because removal itself was refused for a started raid back then; now that a
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// leave always goes through, the deferral would only keep a seat nobody can
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// use and leave the other members looking at somebody who is not coming back.
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delete(s.raidDisconnects, armed.CharacterID)
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previousLeader := state.LeaderID
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remaining, removed, disbanded := s.removeRuntimeRaidMemberLocked(armed.CharacterID)
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var snapshot runtimeRaidState
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if remaining != nil {
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snapshot = cloneRuntimeRaidState(*remaining)
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}
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s.raidMu.Unlock()
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if !removed {
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return
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}
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if disbanded {
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s.refreshRuntimePublicRaidDirectories("raid_disconnect_grace_expired")
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s.logPacketEvent("game-raid-disconnect-grace-expired",
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"raid_key", armed.RaidKey, "char_id", armed.CharacterID, "disbanded", true)
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return
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}
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if err := s.broadcastRuntimeRaidRefresh(snapshot); err != nil {
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s.logPacketEvent("game-raid-disconnect-grace-refresh-failed",
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"raid_key", armed.RaidKey, "char_id", armed.CharacterID, "error", err)
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}
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if err := s.broadcastRuntimeRaidBuffRegistration(snapshot, 0); err != nil {
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s.logPacketEvent("game-raid-disconnect-grace-buff-failed",
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"raid_key", armed.RaidKey, "char_id", armed.CharacterID, "error", err)
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}
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s.logPacketEvent("game-raid-disconnect-grace-expired",
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"raid_key", armed.RaidKey,
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"char_id", armed.CharacterID,
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"disbanded", false,
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"leader_changed", snapshot.LeaderID != previousLeader,
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"leader_id", snapshot.LeaderID,
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"member_count", len(snapshot.Members))
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}
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// runtimeRaidSuccessorLocked picks who takes over a departing leader: the first
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// row of the roster the client displays, skipping anyone sitting in its own
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// disconnect grace window so the raid does not land on somebody who cannot start
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// it. When every survivor is inside a grace window roster order decides and a
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// later reconnect/expiry settles it. Caller holds raidMu.
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func (s *Service) runtimeRaidSuccessorLocked(state runtimeRaidState) uint16 {
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if len(state.Members) == 0 {
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return 0
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}
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members := append([]runtimeRaidMemberState(nil), state.Members...)
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runtimeRaidSortMembers(members)
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for _, member := range members {
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if reservation, reserved := s.raidDisconnects[member.CharID]; reserved && reservation.RaidKey == state.RaidKey {
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continue
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}
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return member.CharID
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}
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return members[0].CharID
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}
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// runtimeRaidMemberDisconnectedLocked reports whether a member currently holds
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// a disconnect reservation in this raid. Caller holds raidMu.
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func (s *Service) runtimeRaidMemberDisconnectedLocked(state runtimeRaidState, characterID uint16) bool {
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reservation, reserved := s.raidDisconnects[characterID]
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return reserved && reservation.RaidKey == state.RaidKey
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}
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