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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"strings"
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)
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// This file owns the start-time waiting-area gate for C2S 666 (START_RAID).
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//
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// WHY THIS EXISTS, AND WHY IT MUST NOT BE DELETED WHEN ALIGNING WITH 86JP
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// ----------------------------------------------------------------------
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// The reference server has NO equivalent check: neither 86JP tree contains a
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// single town/area test in its start-raid handler, and the only readiness
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// re-check 86JP has is _86ref's "+3 seconds later, verify the whole roster is
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// ready again" timer. This gate is therefore a deliberate EXTRA line of defence
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// on our side, not a port. Do not remove it as "not in the reference".
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//
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// The failure it prevents was measured on 2026-09-20 (raid 1507329, channel 23):
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// the leader stood in the Anton waiting area and pressed 开始 while the second
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// member was still on the public deck (BattleShip_Main, area 1, instance 0).
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// The server accepted the start and activated the raid phase, and THAT member's
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// client stopped dispatching 0.24 s after the phase-activation burst -- the last
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// line of 90CN_trace.log is 23 ms before the first storm packet -- and then went
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// into a pure UDP retransmit storm: 17,320,521 datagrams in 273 seconds
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// (~63,400/s), payload pinned at the same 9 bytes with the inner counter frozen
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// at 0, and zero TCP commands for the rest of the connection's life until the
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// socket was force-closed. The control experiment proved the trigger: with BOTH
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// members standing in the waiting area the storm never appears.
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//
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// A same-channel member is not enough: the deck (area 1) and the waiting area
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// (area 2) are both channel 23 and both town 19, and they are separated by the
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// instance key as well (the waiting area is registered with InstanceKey ==
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// RaidKey, the deck with 0 -- see EnterArea in town_move.go). The test below
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// therefore reads area AND instance AND town, never the channel alone.
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const (
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// The text is composed server-side from the roster's own character names, so
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// it names who the leader is waiting for. Every member of the raid receives
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// it, not only the leader: the member who is out of position is the one who
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// has to walk in. Each name is wrapped in <> as the operator specified.
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currentRaidStartWaitingAreaNoticePrefix = "还有队员未在攻坚等候区,无法开始攻坚。未进入等候区的队员:"
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// The overlay is the only notice surface whose colour the server controls
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// (client_notice.go), so this is the red the operator asked for.
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//
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// Measured 2026-09-20 against the deployed DLL: the colour does NOT reach the
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// screen yet, because 90CN.dll's notice path carries no colour at all --
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// LuaClientNotice is {length, style, text} (90CN.cpp:871) and its overlay
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// painter hardcodes SetTextColor(dc, RGB(255,248,224)) (90CN.cpp:6684). What
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// the operator sees today is the native magenta line below, which is the
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// client's own colour for that message type and cannot be overridden from the
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// server. This field stays red so it takes effect the moment the DLL honours
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// it; see the report note for the one-line DLL change that would do it.
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currentRaidStartWaitingAreaNoticeColor = uint32(0xFFFF0000)
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currentRaidStartWaitingAreaNoticeSource = "raid_start_member_not_in_waiting_area"
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)
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// runtimeRaidTownSpecForOwnerMode maps the raid owner the start command is being
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// served for to the town its waiting area lives in. It mirrors
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// currentRaidTownSpecForSession, but takes the owner instead of a session: the
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// gate has to describe the whole roster's destination, and a member's own
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// session may already be in the wrong place -- that is exactly what is being
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// tested.
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func runtimeRaidTownSpecForOwnerMode(mode byte) (runtimeRaidTownSpec, bool) {
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switch mode {
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case runtimeRaidOwnerAnton:
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return runtimeRaidTownSpec{
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townID: currentAntonRaidTownID,
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areaID: currentAntonRaidAreaID,
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waitingArea: currentAntonRaidWaitingAreaID,
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ownerName: "anton",
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}, true
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case runtimeRaidOwnerLuke:
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return runtimeRaidTownSpec{
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townID: currentLukeRaidTownID,
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areaID: currentLukeRaidAreaID,
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waitingArea: currentLukeRaidWaitingAreaID,
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ownerName: "luke",
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}, true
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default:
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return runtimeRaidTownSpec{}, false
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}
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}
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// runtimeRaidMemberWaitingAreaStanding reports whether one member currently
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// counts as standing in this raid's waiting area, plus the evidence for the log.
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//
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// A missing presence row is NOT the waiting area: the member is then between
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// scenes (the raid channel's Seria room, a portal walk) or on a connection that
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// suppressed its registration, and the start would pull that client into the
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// activation burst exactly like a member on the deck. The diagnostic line
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// records where the member actually was, so a rejection is always explainable
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// after the fact.
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func (s *Service) runtimeRaidMemberWaitingAreaStanding(
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spec runtimeRaidTownSpec,
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raidKey uint32,
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characterID uint16,
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) (bool, string) {
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if s == nil || s.onlinePlayers == nil || characterID == 0 {
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return false, "presence_registry_unavailable"
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}
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presence, ok := s.onlinePlayers.PlayerForCharacter(characterID)
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if !ok {
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return false, "presence_row_absent"
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}
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if presence.TownID != byte(spec.townID) {
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return false, fmt.Sprintf("town=%d area=%d instance=%d", presence.TownID, presence.AreaID, presence.InstanceKey)
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}
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if presence.AreaID != spec.waitingArea {
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return false, fmt.Sprintf("town=%d area=%d instance=%d", presence.TownID, presence.AreaID, presence.InstanceKey)
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}
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if raidKey == 0 || presence.InstanceKey != raidKey {
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return false, fmt.Sprintf("town=%d area=%d instance=%d", presence.TownID, presence.AreaID, presence.InstanceKey)
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}
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return true, fmt.Sprintf("town=%d area=%d instance=%d", presence.TownID, presence.AreaID, presence.InstanceKey)
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}
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// runtimeRaidMembersOutsideWaitingArea lists the frozen members that are not
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// standing in the raid's waiting area, in roster order.
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//
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// A member with no bound session is never listed: a client that is not there
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// cannot be pulled into the activation burst, and the first start already
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// refuses an offline member through validateRuntimeRaidRosterReady. Blocking the
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// start on an absent client would only strand a raid whose member dropped
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// between phases -- which the raid lifecycle already tolerates elsewhere
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// (RewardSkippedMembers).
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func (s *Service) runtimeRaidMembersOutsideWaitingArea(
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state runtimeRaidState,
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spec runtimeRaidTownSpec,
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) []runtimeRaidMemberState {
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outside := make([]runtimeRaidMemberState, 0, len(state.FrozenMembers))
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for _, member := range state.FrozenMembers {
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if member.CharID == 0 {
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continue
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}
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if _, online := s.onlineGameSession(member.CharID); !online {
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continue
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}
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if standing, _ := s.runtimeRaidMemberWaitingAreaStanding(spec, state.RaidKey, member.CharID); standing {
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continue
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}
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outside = append(outside, member)
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}
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return outside
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}
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// runtimeRaidWaitingAreaNoticeText composes the refusal: the fixed sentence
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// followed by the names of the members that are not in the area, in roster
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// order, each wrapped in <> as the operator specified.
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func runtimeRaidWaitingAreaNoticeText(members []runtimeRaidMemberState) string {
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var builder strings.Builder
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builder.WriteString(currentRaidStartWaitingAreaNoticePrefix)
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for _, member := range members {
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name := strings.TrimSpace(member.Name)
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if name == "" {
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// A roster row always carries a name (see
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// newRuntimeRaidMemberLocked); this only keeps a nameless row from
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// silently producing a sentence with nothing after it.
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name = fmt.Sprintf("角色%d", member.CharID)
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}
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builder.WriteString("<")
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builder.WriteString(name)
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builder.WriteString(">")
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}
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return builder.String()
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}
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// broadcastRuntimeRaidStartNotice sends one notice to every member of the raid.
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//
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// It reuses the two notice channels the tree already has for "the server
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// refused, and the client's own message table has no line for it": the DLL-owned
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// overlay (the only surface whose color the server controls, so the text can be
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// red) followed by the native magenta 系统 tab line, exactly as
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// sendCurrentDungeonEntryItemMissingFailure and the auto-complete refusals do
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// (quest_auto_complete.go). Nothing new is invented here.
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func (s *Service) broadcastRuntimeRaidStartNotice(state runtimeRaidState, text string, source string) {
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if s == nil || text == "" {
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return
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}
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for _, member := range state.FrozenMembers {
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if member.CharID == 0 {
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continue
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}
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session, online := s.onlineGameSession(member.CharID)
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if !online || session == nil || session.conn == nil {
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continue
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}
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if err := s.sendNotice(session, noticeRequest{
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Surface: noticeSurfaceOverlay,
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Text: text,
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Color: currentRaidStartWaitingAreaNoticeColor,
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Source: source,
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}); err != nil {
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s.logGameEvent(session, "game-raid-start-waiting-area-notice-failed",
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"char_id", member.CharID,
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"source", source,
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"surface", noticeSurfaceOverlay.Name,
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"error", err)
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}
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if err := s.sendNotice(session, noticeRequest{
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Surface: noticeSurfaceSystemMagenta,
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Text: text,
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Source: source + "_fallback",
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}); err != nil {
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s.logGameEvent(session, "game-raid-start-waiting-area-notice-failed",
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"char_id", member.CharID,
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"source", source,
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"surface", noticeSurfaceSystemMagenta.Name,
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"error", err)
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}
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}
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}
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// rejectRuntimeRaidStartOutsideWaitingArea answers one refused C2S 666: the
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// reservation is rolled back first (the start must not stay half-open), then the
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// leader's own command is failed with the generic envelope, and then every
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// member gets the red reason. stage names which start boundary refused
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// (initial_start or next_phase_start) so the two are distinguishable in the log.
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func (s *Service) rejectRuntimeRaidStartOutsideWaitingArea(
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session *gameSession,
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typ uint16,
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reservation runtimeRaidStartReservation,
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state runtimeRaidState,
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spec runtimeRaidTownSpec,
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outside []runtimeRaidMemberState,
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stage string,
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) error {
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names := make([]string, 0, len(outside))
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positions := make([]string, 0, len(outside))
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for _, member := range outside {
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_, evidence := s.runtimeRaidMemberWaitingAreaStanding(spec, state.RaidKey, member.CharID)
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name := strings.TrimSpace(member.Name)
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if name == "" {
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name = fmt.Sprintf("角色%d", member.CharID)
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}
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names = append(names, fmt.Sprintf("%d:%s", member.CharID, name))
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positions = append(positions, fmt.Sprintf("%d:%s", member.CharID, evidence))
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}
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s.logGameEvent(session, "game-raid-start-waiting-area-rejected",
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"type", typ,
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"raid_key", state.RaidKey,
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"source_char_id", session.selectedCharacterID,
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"stage", stage,
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"owner", spec.ownerName,
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"waiting_town_id", spec.townID,
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"waiting_area_id", spec.waitingArea,
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"waiting_instance_key", state.RaidKey,
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"roster_size", len(state.FrozenMembers),
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"outside_count", len(outside),
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"outside_members", strings.Join(names, ","),
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"outside_positions", strings.Join(positions, ","),
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"notice_text_prefix", currentRaidStartWaitingAreaNoticePrefix,
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"reason", "member_not_standing_in_the_raid_waiting_area")
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s.cancelRuntimeRaidStart(reservation)
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s.broadcastRuntimeRaidStartNotice(
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state,
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runtimeRaidWaitingAreaNoticeText(outside),
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currentRaidStartWaitingAreaNoticeSource+"_"+stage,
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)
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return s.sendRaidCommandFailure(session, typ)
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}
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