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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"strings"
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"time"
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dnfprofession "longheng.io/server/internal/modules/dnf/profession"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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dnfskill "longheng.io/server/internal/modules/dnf/skill"
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"longheng.io/server/internal/modules/dnf/skillcmd"
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)
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func currentSceneSkillOwner(repositories dnfrepo.Group) (*dnfskill.SceneOwner, error) {
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return dnfskill.NewSceneOwner(repositories)
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}
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func syncCurrentSkillPointState(
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current dnfrepo.SkillPointState,
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target dnfrepo.SkillPointState,
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) (dnfrepo.SkillPointState, bool, error) {
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return dnfskill.SyncPointState(current, target)
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}
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func (s *Service) loadOrBackfillCurrentSceneSkillRecord(ctx context.Context, repos dnfrepo.Group, character dnfrepo.CharacterRecord, job byte) (dnfrepo.SkillRecord, bool, error) {
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record, found, err := repos.Skill.Load(ctx, character.CharacterID)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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if found && len(record.Skills) > 0 {
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record, _, err = s.ensureCurrentSceneAlternateSkillTree(ctx, repos, character, job, record)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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record, _, err = s.ensureCurrentSceneProfessionBaseline(ctx, repos, character, job, record)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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record, _, err = s.syncCurrentSceneSkillPointLedgers(ctx, repos, character, record)
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return record, false, err
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}
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initial, err := s.initialCharacterSkills(ctx, job)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("load job %d initial skills from PVF: %w", job, err)
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}
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if len(initial) == 0 {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("job %d has no PVF initial skills", job)
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}
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points, err := s.initialSkillPoints(ctx, character.Level)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("load level %d initial skill points from PVF: %w", character.Level, err)
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}
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s.initialSkillsMu.Lock()
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catalog := s.skillCatalog
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s.initialSkillsMu.Unlock()
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if catalog == nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("job %d initial skill catalog is unavailable", job)
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}
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seed := initialSkillRecord(character, characterPVFInitialization{
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Job: job,
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Level: character.Level,
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Skills: initial,
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SkillPoints: points,
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}, time.Now().UTC())
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layout, err := skillcmd.BuildInitialSkillLayout(catalog, job, currentSkillInfoTreeIndex, seed.Skills)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("build job %d initial skill layout: %w", job, err)
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}
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alternateLayout, err := skillcmd.BuildInitialSkillLayout(catalog, job, 1, seed.Skills)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("build job %d alternate initial skill layout: %w", job, err)
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}
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seed.Layouts = map[int]dnfrepo.SkillLayout{currentSkillInfoTreeIndex: layout, 1: alternateLayout}
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dnfrepo.SetSkillTree(&seed, 1, dnfrepo.SkillTreeState{Skills: seed.Skills, Points: seed.Points})
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owner, err := currentSceneSkillOwner(repos)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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return owner.Backfill(ctx, dnfskill.BackfillCommand{
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CharacterID: character.CharacterID,
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Seed: seed,
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UpdatedAt: time.Now().UTC(),
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})
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}
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func (s *Service) ensureCurrentSceneProfessionBaseline(
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ctx context.Context,
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repos dnfrepo.Group,
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character dnfrepo.CharacterRecord,
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job byte,
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record dnfrepo.SkillRecord,
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) (dnfrepo.SkillRecord, bool, error) {
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// Focused bridge fixtures do not own a runtime PVF. Production services
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// always have a configured PVF path and preload these resources at startup.
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s.professionMu.Lock()
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hasInjectedProfiles := s.professionProfiles != nil || s.professionProfilesErr != nil
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s.professionMu.Unlock()
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if !hasInjectedProfiles && strings.TrimSpace(s.options.pvfPath) == "" {
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return record, false, nil
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}
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profiles, catalog, err := s.currentProfessionResources(ctx)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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growTypeValue := numericCharacterStatValue(character, "grow_type")
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if growTypeValue < 0 || growTypeValue > 0xff {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("invalid profession grow_type=%d", growTypeValue)
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}
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levels, ok := protectedProfessionSkillLevels(profiles, catalog, job, byte(growTypeValue), character.Level)
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if !ok {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("%w: job=%d grow_type=%d", dnfprofession.ErrProfileMissing, job, growTypeValue)
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}
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owner, err := currentSceneSkillOwner(repos)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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selected, changed, err := owner.EnsureBaseline(ctx, dnfskill.EnsureBaselineCommand{
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CharacterID: character.CharacterID,
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TreeCount: currentSkillInfoTreeCount,
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Levels: levels,
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UpdatedAt: time.Now().UTC(),
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})
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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if changed {
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s.logInfo(
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"dnfbridge profession free skill baseline restored",
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"character_id", character.CharacterID,
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"job", job,
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"grow_type", growTypeValue,
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"grant_count", len(levels),
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)
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}
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return selected, changed, nil
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}
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func (s *Service) ensureCurrentSceneAlternateSkillTree(
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ctx context.Context,
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repos dnfrepo.Group,
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character dnfrepo.CharacterRecord,
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job byte,
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record dnfrepo.SkillRecord,
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) (dnfrepo.SkillRecord, bool, error) {
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if _, found := dnfrepo.SkillTree(record, 1); found {
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return record, false, nil
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}
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initial, err := s.initialCharacterSkills(ctx, job)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("load job %d alternate initial skills from PVF: %w", job, err)
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}
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points, err := s.currentPVFSkillPointTarget(ctx, character)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("load level %d alternate initial skill points from PVF: %w", character.Level, err)
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}
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seed := initialSkillRecord(character, characterPVFInitialization{
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Job: job,
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Level: character.Level,
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Skills: initial,
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SkillPoints: initialSkillPointState(points),
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}, time.Now().UTC())
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s.initialSkillsMu.Lock()
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catalog := s.skillCatalog
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s.initialSkillsMu.Unlock()
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if catalog == nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("job %d alternate initial skill catalog is unavailable", job)
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}
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layout, err := skillcmd.BuildInitialSkillLayout(catalog, job, 1, seed.Skills)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("build job %d alternate initial skill layout: %w", job, err)
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}
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owner, err := currentSceneSkillOwner(repos)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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return owner.EnsureTree(ctx, dnfskill.EnsureTreeCommand{
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CharacterID: character.CharacterID,
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TreeIndex: 1,
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State: dnfrepo.SkillTreeState{Skills: seed.Skills, Points: seed.Points},
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Layout: layout,
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UpdatedAt: time.Now().UTC(),
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})
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}
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// syncCurrentSceneSkillPointLedgers is the login/reselect repair for characters
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// whose level changed outside the ordinary EXP owner or whose historical
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// ledger predates TP advancement. The target totals come from the runtime PVF
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// SP/TP tables plus persisted bonus points. Remaining points preserve the
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// already-spent amount and clamp exactly as the 86JP LoadAndSync domain rule.
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func (s *Service) syncCurrentSceneSkillPointLedgers(
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ctx context.Context,
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repos dnfrepo.Group,
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character dnfrepo.CharacterRecord,
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record dnfrepo.SkillRecord,
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) (dnfrepo.SkillRecord, bool, error) {
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target, err := s.currentPVFSkillPointTarget(ctx, character)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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owner, err := currentSceneSkillOwner(repos)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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changedAny := false
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for tree := 0; tree < currentSkillInfoTreeCount; tree++ {
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state, found := dnfrepo.SkillTree(record, tree)
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if !found {
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return dnfrepo.SkillRecord{}, false, fmt.Errorf("character %s skill tree %d is missing", character.CharacterID, tree)
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}
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_, changed, err := syncCurrentSkillPointState(state.Points, target)
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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if !changed {
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continue
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}
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record, _, err = owner.SyncPoints(ctx, dnfskill.SyncPointsCommand{
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CharacterID: character.CharacterID,
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TreeIndex: tree,
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Target: target,
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UpdatedAt: time.Now().UTC(),
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})
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if err != nil {
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return dnfrepo.SkillRecord{}, false, err
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}
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changedAny = true
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}
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return record, changedAny, nil
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}
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func (s *Service) ensureCurrentSceneSkillLayout(ctx context.Context, repos dnfrepo.Group, character dnfrepo.CharacterRecord, job byte, tree int, catalog *dnfskill.Table, record dnfrepo.SkillRecord) (dnfrepo.SkillRecord, dnfrepo.SkillLayout, bool, error) {
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_, found := dnfrepo.SkillTree(record, tree)
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if !found {
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return dnfrepo.SkillRecord{}, nil, false, fmt.Errorf("character %s skill tree %d is missing", character.CharacterID, tree)
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}
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var initial []initialSkillEntry
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if len(record.Layouts[tree]) == 0 {
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var err error
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initial, err = s.initialCharacterSkills(ctx, job)
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if err != nil {
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return dnfrepo.SkillRecord{}, nil, false, fmt.Errorf("load job %d initial skills for layout: %w", job, err)
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}
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}
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build := func(current dnfrepo.SkillRecord) (dnfrepo.SkillLayout, error) {
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currentState, ok := dnfrepo.SkillTree(current, tree)
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if !ok {
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return nil, fmt.Errorf("character %s skill tree %d is missing", character.CharacterID, tree)
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}
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if existing := current.Layouts[tree]; len(existing) > 0 {
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return skillcmd.BuildCurrentSkillLayout(catalog, job, tree, currentState.Skills, existing)
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}
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if skillRecordMatchesPVFInitialSkills(currentState.Skills, initial) {
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return skillcmd.BuildInitialSkillLayout(catalog, job, tree, currentState.Skills)
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}
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return skillcmd.BuildCurrentSkillLayout(catalog, job, tree, currentState.Skills, nil)
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}
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candidate, err := build(record)
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if err != nil {
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return dnfrepo.SkillRecord{}, nil, false, err
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}
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if repos.CharacterSkills == nil {
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return record, candidate, false, nil
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}
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owner, err := currentSceneSkillOwner(repos)
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if err != nil {
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return dnfrepo.SkillRecord{}, nil, false, err
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}
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return owner.EnsureLayout(ctx, dnfskill.EnsureLayoutCommand{
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CharacterID: character.CharacterID,
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TreeIndex: tree,
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UpdatedAt: time.Now().UTC(),
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Build: build,
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})
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}
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func skillRecordMatchesPVFInitialSkills(states map[int64]dnfrepo.SkillState, initial []initialSkillEntry) bool {
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expected := make(map[int64]int, len(initial))
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for _, entry := range initial {
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if entry.SkillID > 0 && entry.Level > 0 {
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expected[entry.SkillID] = entry.Level
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}
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}
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if len(states) != len(expected) || len(expected) == 0 {
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return false
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}
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for skillID, level := range expected {
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state, ok := states[skillID]
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if !ok || !state.Enabled || state.Level != level {
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return false
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}
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}
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return true
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}
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