DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
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package dnfbridge
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import (
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"context"
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"fmt"
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"math"
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"sort"
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"strconv"
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"strings"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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func currentRentalEffectiveLevel(
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ctx context.Context,
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accounts dnfrepo.AccountRepository,
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accountID string,
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level int,
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now time.Time,
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) (int, bool) {
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if accounts == nil || strings.TrimSpace(accountID) == "" {
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return level, false
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}
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account, found, err := accounts.Load(ctx, accountID)
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if err != nil || !found || !currentPremiumActive(account, currentPremiumTypeOverEquip, now) {
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return level, false
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}
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return level + 10, true
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}
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func (s *Service) sendSelectedCurrentRentalInventoryItemUpdate(
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session *gameSession,
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repository dnfrepo.InventoryRepository,
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characterID string,
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itemID uint32,
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result currentRentalAssetResult,
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) error {
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if result.Equipped {
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s.logGameEvent(session, "game-upper-rental-inventory-item-update-skipped",
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"character_id", characterID,
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"item_id", itemID,
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"slot", result.Slot,
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"reason", "existing_rental_is_equipped")
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return nil
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}
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if repository == nil || characterID == "" || itemID == 0 || result.Slot < 0 {
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return fmt.Errorf("invalid rental inventory update character=%q item=%d slot=%d", characterID, itemID, result.Slot)
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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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inventory, found, err := repository.Load(ctx, characterID)
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if err != nil {
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return fmt.Errorf("load committed rental inventory character=%s: %w", characterID, err)
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}
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if !found {
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return fmt.Errorf("load committed rental inventory character=%s: %w", characterID, errCurrentRentalStateMissing)
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}
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key := fmt.Sprintf("0:%d", result.Slot)
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stack, found := inventory.Slots[key]
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if !found || stack.ItemID != int64(itemID) || !strings.EqualFold(strings.TrimSpace(stack.Extra["source"]), currentRentalItemSource) {
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return fmt.Errorf("committed rental inventory row missing character=%s key=%s item=%d", characterID, key, itemID)
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}
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entry := currentItemListEntryFromStack(0, result.Slot, stack)
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body := buildCurrentItemUpdateBody(0, []currentItemListEntry{entry})
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s.logGameEvent(session, "game-upper-rental-inventory-item-update-send",
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"character_id", characterID,
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"item_id", itemID,
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"slot", result.Slot,
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"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
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"classification", 0,
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"list_type", 0,
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"entry_count", 1,
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"entry_size", currentItemListEntryWireSize,
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"body_len", len(body),
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"body_source", "committed_pvf_rental_inventory_op14_single_raw77")
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
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}
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func (s *Service) currentRentalSelectedCharacter(ctx context.Context, session *gameSession) (dnfrepo.Group, string, dnfrepo.CharacterRecord, error) {
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.RentalAssets == nil || repositories.Character == nil {
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return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, dnfrepo.ErrRentalAssetTransactionUnavailable
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}
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if session == nil || session.selectedCharacterID == 0 {
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return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, errCurrentRentalStateMissing
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}
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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character, found, err := repositories.Character.Load(ctx, characterID)
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if err != nil {
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return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, err
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}
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if !found {
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return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, errCurrentRentalStateMissing
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}
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if strings.TrimSpace(character.CharacterID) != characterID || strings.TrimSpace(character.AccountID) != strings.TrimSpace(s.accountIDForSession(session)) {
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return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, errCurrentRentalOwnerMismatch
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}
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return repositories, characterID, character, nil
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}
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// sendSelectedCurrentRentalGoldRefresh republishes the list-0 gold wallet row.
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//
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// Buying lucky stars (op1000) charges gold per point, and that row is the
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// client's only gold display, so without it the balance on screen stays at the
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// pre-purchase value until the next full list load (which is why relogging
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// "fixed" it). This is the same narrow class-0 op14 the NPC shop, carry-gold and
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// expert-job store already send after spending gold.
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//
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// It is deliberately NOT the rejected login-time synthetic row documented on
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// sendSelectedRentalWalletStateWithRefresh below: that one ran on every scene
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// ready and wrote item_id 0 into list0 slot0 unconditionally, polluting the
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// client's shared item-object state. This one only runs after a committed
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// purchase, carrying the authoritative post-charge balance.
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func (s *Service) sendSelectedCurrentRentalGoldRefresh(session *gameSession, source string, gold int64) error {
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if session == nil || session.selectedCharacterID == 0 || gold < 0 {
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return nil
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}
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body := buildCurrentItemUpdateBody(
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dnfrepo.MainInventoryListType,
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[]currentItemListEntry{currentGoldWalletItemListEntry(gold)},
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)
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s.logGameEvent(session, "game-upper-current-rental-gold-refresh-send",
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"source", source,
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"character_id", session.selectedCharacterID,
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"gold_after", gold,
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"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
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"classification", 0,
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"list_type", dnfrepo.MainInventoryListType,
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"body_len", len(body),
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"body_source", "class0_op14_list0_reserved_gold_wallet_row")
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
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}
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func (s *Service) sendSelectedRentalWalletStateWithRefresh(session *gameSession, source string, refresh bool) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if session.selectedRentalWalletStateSent && !refresh {
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return nil
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}
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// Current class0/op14 is a real item-container update reader
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// (sub_1D73120), not a gold-wallet packet. The old login refresh wrote a
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// synthetic item_id=0 row into list0 slot0 and polluted the shared client
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// item-object state. Gold remains committed in the character repository;
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// only the proven rental-point state is sent here.
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_, err := s.sendSelectedCurrentRentalPointState(session, source, refresh)
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return err
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}
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func (s *Service) cleanupSelectedExpiredRentalEquipment(session *gameSession, source string) {
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if session == nil || session.selectedCharacterID == 0 {
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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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repositories, characterID, _, err := s.currentRentalSelectedCharacter(ctx, session)
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if err != nil {
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return
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}
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owner, err := currentRentalAssetOwner(repositories)
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if err != nil {
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return
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}
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removed, err := cleanupExpiredCurrentRentalEquipment(ctx, owner, s.accountIDForSession(session), characterID, time.Now().UTC())
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if err != nil {
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s.logGameEvent(session, "game-upper-expired-rental-cleanup-failed", "source", source, "character_id", characterID, "reason", err)
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return
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}
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if removed > 0 {
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s.logGameEvent(session, "game-upper-expired-rental-cleanup-applied", "source", source, "character_id", characterID, "removed_count", removed)
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}
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}
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func (s *Service) sendSelectedCurrentRentalPointState(session *gameSession, source string, refresh bool) (bool, error) {
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if session == nil || session.selectedCharacterID == 0 {
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return false, nil
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}
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if session.selectedRentalWalletStateSent && !refresh {
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return true, nil
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}
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if refresh {
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// A refresh represents a newer committed wallet/asset generation. Keep
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// the gate open until that exact absolute state reaches the client.
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session.selectedRentalWalletStateSent = false
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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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repositories, characterID, _, err := s.currentRentalSelectedCharacter(ctx, session)
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if err != nil {
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s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "reason", err)
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return false, nil
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}
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if repositories.Account == nil {
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s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "character_id", characterID, "reason", dnfrepo.ErrRepoMissing)
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return false, nil
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}
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account, found, err := repositories.Account.Load(ctx, s.accountIDForSession(session))
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if err != nil || !found {
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s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "character_id", characterID, "reason", errCurrentRentalStateMissing)
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return false, nil
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}
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points, err := currentRentalPoints(account)
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if err != nil {
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s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "character_id", characterID, "reason", err)
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return false, nil
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}
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active, err := currentRentalActiveEntries(ctx, repositories, characterID, time.Now().UTC())
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if err != nil {
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s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "character_id", characterID, "reason", err)
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return false, nil
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}
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body := buildCurrentRentalPointStateBody(points, active)
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s.logGameEvent(session, "game-upper-current-rental-state-send",
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"source", source,
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"character_id", characterID,
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"msg_id", currentRentalStateMsgID,
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"classification", 0,
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"points", points,
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"active_count", len(active),
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"body_len", len(body),
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"refresh", refresh,
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"body_source", "current_exe_sub_1AE2990_u32_points_u32_count_rows_item_expire")
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if err := s.sendGameUpperRawClass(session, currentRentalStateMsgID, body, 0); err != nil {
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return false, err
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}
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session.selectedRentalWalletStateSent = true
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return true, nil
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}
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func currentRentalActiveEntries(ctx context.Context, repositories dnfrepo.Group, characterID string, now time.Time) ([]currentRentalActiveEntry, error) {
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if repositories.Inventory == nil || repositories.Equipment == nil {
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return nil, fmt.Errorf("load active rental assets character=%s: %w", characterID, dnfrepo.ErrRepoMissing)
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}
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active := make(map[uint32]uint32)
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inventory, found, err := repositories.Inventory.Load(ctx, characterID)
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if err != nil {
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return nil, fmt.Errorf("load rental inventory character=%s: %w", characterID, err)
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}
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if found {
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for _, stack := range inventory.Slots {
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if !strings.EqualFold(strings.TrimSpace(stack.Extra["source"]), currentRentalItemSource) || stack.ItemID <= 0 || stack.ItemID > math.MaxUint32 {
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continue
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}
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expire := currentItemListStackExpire(stack)
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if expire <= uint32(now.Unix()) {
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continue
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}
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id := uint32(stack.ItemID)
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if expire > active[id] {
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active[id] = expire
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}
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}
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}
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equipment, found, err := repositories.Equipment.Load(ctx, characterID)
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if err != nil {
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return nil, fmt.Errorf("load rental equipment character=%s: %w", characterID, err)
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}
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if found {
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for _, entry := range equipment.Entries {
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if !strings.EqualFold(strings.TrimSpace(entry.Extra["source"]), currentRentalItemSource) || entry.ItemID <= 0 || entry.ItemID > math.MaxUint32 {
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continue
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}
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expire := currentItemListEquipmentExpire(entry)
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if expire <= uint32(now.Unix()) {
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continue
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}
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id := uint32(entry.ItemID)
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if expire > active[id] {
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active[id] = expire
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}
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}
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}
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entries := make([]currentRentalActiveEntry, 0, len(active))
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for itemID, expire := range active {
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entries = append(entries, currentRentalActiveEntry{ItemID: itemID, ExpireUnix: expire})
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}
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sort.Slice(entries, func(left, right int) bool { return entries[left].ItemID < entries[right].ItemID })
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return entries, nil
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}
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