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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// Dungeon-selector town presence.
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//
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// This file implements an operator product decision that deliberately
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// contradicts the recorded behaviour of the external release: a character that
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// opens the dungeon-selection page must stop being visible to the other players
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// in its town area.
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//
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// The release does the opposite, and that was proved rather than assumed. In
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// `captures/01-external-friend-chat-party/` the three selector openings
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// (12:08:10, 12:32:00 twice) and the three town-leave broadcasts
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// (`town_copresence_leave_0x0006` at 12:09:54, 12:29:04, 12:30:38) have zero
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// overlap, and the real presence retirement happens at dungeon entry - 12:32:05,
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// five seconds after the selector page opened. The client's own op23 area=0xFF
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// while the page is up is a local rendering detail of that page, not a
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// co-presence statement. So the release keeps a selector-browsing character
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// fully visible; this server, by instruction, does not.
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//
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// The retirement and its restore are one pair. Opening the page retires the
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// roster record; the op132 selector return registers it again from the exact
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// record that was retired. Every other way off the page already re-registers on
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// its own - op36 SET_USER_AREA and prev-village both run a full EnterArea, the
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// completed dungeon return restores its own presence, and dungeon entry is
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// supposed to leave the character retired - so those routes only drop the memo.
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// leaveTownPresenceForDungeonSelector retires the town presence of the one
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// character that opened the dungeon-selection page and tells its former
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// same-area peers to destroy the actor.
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//
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// It is the single-session shape of leaveTownPresenceForDungeon: same
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// LeaveAreaSession call, same op6 broadcast, no new mechanism. Four deliberate
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// differences from the dungeon-entry retirement:
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//
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// - Only the opener is retired. A selector opened by a leader does move every
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// party member onto the page through synchronizeRuntimePartyMembersEnterSelect,
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// but the followers' presence is left alone per instruction, which also keeps
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// every party path that reads the town roster working exactly as accepted.
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// - The op6 destroy is withheld from the opener's own party members, exactly
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// as broadcastTownPlayerDungeonTransition withholds it from fellow entrants.
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// That is not a style choice: this client answers op6 on a party member with
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// LEAVE_PARTY, so broadcasting it to a teammate would disband the party the
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// moment anybody opened the dungeon gate. Unlike the dungeon transition no
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// op23 replacement is sent either, because the opener is not moving areas -
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// it is still standing where it was.
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// - No friend-list delta is pushed. leaveTownPresenceForDungeon follows its
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// retirement with a busy notifyCurrentUnitedFriendPresence because entering a
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// dungeon is what the release projects as busy at 12:32:05. Browsing the
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// selector is not that event, so the friend projection is left untouched.
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// - Raid channels are excluded. The Anton waiting room is already a
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// server-owned private instance, so there is nobody to hide from, and
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// runtimeRaidSelectorAdmission requires the opener to still hold that
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// waiting-instance presence on every following op15 - the current client
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// retries op15 after its post-start-map state, so retiring here would refuse
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// the raid portal on the client's own retry.
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func (s *Service) leaveTownPresenceForDungeonSelector(session *gameSession, source string) {
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if s == nil || s.onlinePlayers == nil || session == nil || session.selectedCharacterID == 0 {
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return
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}
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if _, raidChannel := currentRaidTownSpecForSession(session); raidChannel {
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return
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}
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characterID := session.selectedCharacterID
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presence, registered := s.onlinePlayers.PlayerForCharacter(characterID)
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if !registered || presence.Session != session {
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return
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}
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_, others, removed := s.onlinePlayers.LeaveAreaSession(characterID, session)
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if !removed {
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return
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}
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session.townSelectorPresenceMu.Lock()
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session.townSelectorRetiredPresence = presence
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session.townSelectorRetiredPresenceCharacterID = characterID
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session.townSelectorPresenceMu.Unlock()
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partyMembers := make(map[uint16]bool)
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for _, member := range runtimePartyMembers(runtimePartyStateSnapshot(session)) {
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partyMembers[member.UserID] = true
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}
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outsiders := make([]onlinePlayerInfo, 0, len(others))
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for _, other := range others {
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if partyMembers[other.CharacterID] {
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continue
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}
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outsiders = append(outsiders, other)
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}
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if len(outsiders) > 0 {
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s.broadcastTownPlayerLeave(characterID, outsiders)
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}
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s.logGameEvent(session, "game-town-enter-select-presence-retired",
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"source", source,
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"char_id", characterID,
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"town_id", presence.TownID,
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"area_id", presence.AreaID,
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"peer_count", len(others),
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"notified_peer_count", len(outsiders),
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"party_member_peer_count", len(others)-len(outsiders),
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"decision", "operator_product_decision_selector_page_is_not_visible_in_town",
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"capture_behaviour", "external_release_keeps_the_selector_character_visible_and_retires_only_at_dungeon_entry")
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}
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// bindCompletedRunSelectorPresence leaves the selector-page presence memo for a
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// character whose COMPLETED run has just been retired into the other-dungeon
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// selector page (选择其他地下城).
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//
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// It is the synthesized twin of leaveTownPresenceForDungeonSelector. That route
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// always starts from a live roster record and moves it into the memo; this one
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// runs after dungeon entry has already removed the record and spent the memo
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// (leaveTownPresenceForDungeon), so without it the character resolves nowhere:
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// the live roster has no row and there is no retired record. The party entry
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// preflight reads exactly that resolution
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// (currentPartyEntryMembersShareTownArea), so every following op16 was refused
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// with the retryable reason-3 rejection - a reply this client answers with
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// silence, which the player reports as 点不动. Measured 2026-09-19 13:19:23Z:
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// a two-member party cleared a run, the leader took 选择其他地下城, and 16
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// identical op16 requests for dungeon 3 each ended in
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// game-party-dungeon-entry-blocked error="party member 22 is not present in the
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// leader town area".
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//
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// The anchor is the run's own frozen pre-entry origin, i.e. the exact spot the
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// selector page returns the character to, so nothing is invented: the memo stays
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// invisible in town (no EnterArea, no broadcast - the operator decision that a
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// selector-browsing character is not visible), and it is consumed the same way
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// the live-record memo is, by dungeon entry or by any real town registration.
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//
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// It refuses to act while the character still holds a live registration: the
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// live row wins in currentTownActorAreaDetachPresence anyway, and the route that
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// owns that row (the op15 selector page) leaves its own memo from it.
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func (s *Service) bindCompletedRunSelectorPresence(
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session *gameSession,
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origin currentTownPositionSnapshot,
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source string,
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) bool {
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if s == nil || session == nil || session.selectedCharacterID == 0 ||
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!origin.PositionValid || origin.CharacterID != session.selectedCharacterID {
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return false
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}
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characterID := session.selectedCharacterID
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if s.onlinePlayers != nil {
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if _, registered := s.onlinePlayers.PlayerForCharacter(characterID); registered {
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s.logGameEvent(session, "game-dungeon-completed-selector-presence-skipped",
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"source", source,
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"char_id", characterID,
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"reason", "character_already_registered_in_a_town_area")
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return false
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}
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}
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// Mirror the live-record instance key: ordinary towns and the public raid
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// lobby use zero, and only the server-owned Anton waiting area is keyed by
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// the member's RaidKey. The area test is the same one
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// currentDungeonTownReturnOriginOwner uses, so a raid member whose run
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// started in an ordinary town keeps the ordinary key.
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instanceKey := uint32(0)
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if raidKey := s.runtimeRaidKeyForMember(characterID); raidKey != 0 {
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if spec, raidChannel := currentRaidTownSpecForSession(session); raidChannel &&
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origin.TownID == byte(spec.townID) && origin.AreaID == spec.waitingArea {
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instanceKey = raidKey
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}
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}
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presence := onlinePlayerInfo{
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CharacterID: characterID,
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ChannelID: townPresenceChannelID(session),
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TownID: origin.TownID,
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AreaID: origin.AreaID,
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InstanceKey: instanceKey,
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PositionX: origin.PositionX,
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PositionY: origin.PositionY,
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Direction: origin.MovementCode,
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Session: session,
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}
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session.townSelectorPresenceMu.Lock()
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previous := session.townSelectorRetiredPresence
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hadPrevious := session.townSelectorRetiredPresenceCharacterID == characterID
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session.townSelectorRetiredPresence = presence
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session.townSelectorRetiredPresenceCharacterID = characterID
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session.townSelectorPresenceMu.Unlock()
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s.logGameEvent(session, "game-dungeon-completed-selector-presence-bound",
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"source", source,
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"char_id", characterID,
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"channel_id", presence.ChannelID,
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"town_id", presence.TownID,
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"area_id", presence.AreaID,
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"instance_key", presence.InstanceKey,
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"position_x", presence.PositionX,
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"position_y", presence.PositionY,
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"replaced_previous_binding", hadPrevious,
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"previous_town_id", previous.TownID,
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"previous_area_id", previous.AreaID,
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"reason", "completed_run_retired_into_other_dungeon_selector_needs_a_town_anchor_for_party_entry")
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return true
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}
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// restoreTownPresenceAfterDungeonSelector registers the retired record again
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// when the player closes the page and stays in town. Without it the retirement
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// is permanent: the op132 selector return deliberately preserves the finalized
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// town scene instead of running a completed-return presence restore, so nothing
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// else on that route ever touches the roster.
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//
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// The retired record is replayed verbatim rather than rebuilt from the session's
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// latest op35. A position report can still arrive while the page is up, and the
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// typed op24 this return has just written is built from the frozen selector
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// origin - which is the position the record was retired at. Replaying the record
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// keeps the roster and that op24 on the same coordinates.
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//
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// It refuses to act when the character already holds a live registration, so a
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// route that re-registered on its own can never end up with a duplicate actor.
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func (s *Service) restoreTownPresenceAfterDungeonSelector(session *gameSession, source string) bool {
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if s == nil || s.onlinePlayers == nil || session == nil || session.selectedCharacterID == 0 {
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return false
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}
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characterID := session.selectedCharacterID
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session.townSelectorPresenceMu.Lock()
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presence := session.townSelectorRetiredPresence
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owner := session.townSelectorRetiredPresenceCharacterID
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session.townSelectorPresenceMu.Unlock()
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if owner != characterID || presence.CharacterID != characterID {
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return false
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}
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if _, registered := s.onlinePlayers.PlayerForCharacter(characterID); registered {
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clearTownSelectorRetiredPresence(session)
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s.logGameEvent(session, "game-town-enter-select-presence-restore-skipped",
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"source", source,
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"char_id", characterID,
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"reason", "character_already_registered_in_a_town_area")
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return false
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}
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player := presence
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player.Session = session
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others := s.onlinePlayers.EnterArea(&player)
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s.promoteResidentGameSession(session, characterID)
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clearTownSelectorRetiredPresence(session)
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s.broadcastTownPlayerEnter(&player, others)
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s.notifyCurrentUnitedFriendPresence(
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player.Name,
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currentFriendPresence{ChannelID: uint16(session.channel.ID)},
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source+"_friend_online",
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)
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s.replayCurrentExpertJobStores(session, player.TownID, player.AreaID)
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s.replayCurrentPrivateStores(session, player.TownID, player.AreaID)
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s.logGameEvent(session, "game-town-enter-select-presence-restored",
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"source", source,
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"char_id", characterID,
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"town_id", player.TownID,
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"area_id", player.AreaID,
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"position_x", player.PositionX,
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"position_y", player.PositionY,
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"peer_count", len(others),
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"sequence", "remote_mode0_then_mode1_then_op9_then_op23_both_directions")
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return true
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}
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// clearTownSelectorRetiredPresence drops the remembered record. Every route
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// that gives the character a real town registration again calls this, so the
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// restore above can never resurrect a stale actor after the page is gone.
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//
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// townSelectorPresenceMu is a leaf: several callers (SET_USER_AREA,
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// prev-village, the initial town route) hold townMu across their whole body, so
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// this memo deliberately does not share that lock.
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func clearTownSelectorRetiredPresence(session *gameSession) {
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if session == nil {
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return
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}
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session.townSelectorPresenceMu.Lock()
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session.townSelectorRetiredPresence = onlinePlayerInfo{}
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session.townSelectorRetiredPresenceCharacterID = 0
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session.townSelectorPresenceMu.Unlock()
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}
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