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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// 本文件按 C# UserInfoBodyBuilder 构造 class0/op2 的 subtype0/subtype1 选角初始化包。
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package dnfbridge
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import (
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"context"
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"strconv"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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const currentActorBaseStatScalePercent byte = 100
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const (
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currentMode1StatBlobWireSize = 92
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currentMode1ExperienceOffset = 0x17
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currentMode1StatLengthOffset = 0x1b
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currentMode1StatDataOffset = 0x1f
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currentMode1ObjectTailOffset = currentMode1StatDataOffset + currentMode1StatBlobWireSize
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currentMode1CreateCountOffset = currentMode1ObjectTailOffset + 1
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currentMode1CreateRowsOffset = currentMode1CreateCountOffset + 1
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currentMode1BaseWireSize = 71 + currentMode1StatBlobWireSize
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)
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func (s *Service) buildCSharpSelectedUserInfoBody(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, occurrence int, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, charName string) []byte {
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pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
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reader := csharpLegacyUserInfoReader{
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ctx: ctx,
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repo: repo,
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characterID: strconv.Itoa(int(charID)),
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service: s,
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session: session,
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pvfStats: pvfStats,
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hasPVFStats: hasPVFStats,
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}
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switch occurrence {
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case 0, 2:
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return reader.buildCSharpUserInfoSubtype0(character, hasCharacter, charID, charName)
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case 1:
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return reader.buildCSharpUserInfoSubtype1(character, hasCharacter, charID)
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default:
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return buildCSharpUserInfoBody(occurrence, charID, charName)
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}
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}
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func (s *Service) buildCurrentSelectedUserInfoMode1Body(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16) []byte {
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return s.buildCurrentSelectedUserInfoMode1BodyInContext(
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ctx,
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session,
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repo,
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character,
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hasCharacter,
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charID,
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currentSceneObjectContext,
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)
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}
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func (s *Service) buildCurrentSelectedUserInfoMode1BodyInContext(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, ownerChannel byte) []byte {
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summary := s.currentAccountAdventureGroupSummaryForPacket(ctx, session, character, hasCharacter)
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return s.buildCurrentSelectedUserInfoMode1BodyWithAdventureLevelInContext(
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ctx,
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session,
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repo,
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character,
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hasCharacter,
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charID,
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uint32(summary.ManageLevel),
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ownerChannel,
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)
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}
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func (s *Service) buildCurrentSelectedUserInfoMode1BodyWithAdventureLevel(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, adventureLevel uint32) []byte {
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return s.buildCurrentSelectedUserInfoMode1BodyWithAdventureLevelInContext(
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ctx,
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session,
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repo,
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character,
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hasCharacter,
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charID,
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adventureLevel,
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currentSceneObjectContext,
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)
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}
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func (s *Service) buildCurrentSelectedUserInfoMode1BodyWithAdventureLevelInContext(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, adventureLevel uint32, ownerChannel byte) []byte {
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pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
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reader := csharpLegacyUserInfoReader{
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ctx: ctx,
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repo: repo,
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characterID: strconv.Itoa(int(charID)),
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service: s,
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session: session,
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pvfStats: pvfStats,
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hasPVFStats: hasPVFStats,
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}
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return reader.buildCurrentUserInfoMode1InContext(
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character,
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hasCharacter,
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currentSceneActorObjectKey(charID),
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adventureLevel,
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ownerChannel,
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)
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}
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func buildCurrentActorBindingMode1Body(objectKey uint16, adventureLevel uint32) []byte {
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return buildCurrentActorBindingMode1BodyInContext(objectKey, adventureLevel, currentSceneObjectContext)
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}
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func buildCurrentActorBindingMode1BodyInContext(objectKey uint16, adventureLevel uint32, ownerChannel byte) []byte {
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reader := csharpLegacyUserInfoReader{}
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return reader.buildCurrentUserInfoMode1WithEquipmentInContext(
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dnfrepo.CharacterRecord{Level: 1},
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true,
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objectKey,
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false,
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adventureLevel,
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ownerChannel,
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)
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}
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func (s *Service) buildCurrentActorBindingMode1BodyForSelected(
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ctx context.Context,
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session *gameSession,
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character dnfrepo.CharacterRecord,
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hasCharacter bool,
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charID uint16,
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adventureLevel uint32,
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) []byte {
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return s.buildCurrentActorBindingMode1BodyForSelectedInContext(
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ctx,
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session,
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character,
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hasCharacter,
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charID,
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adventureLevel,
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currentSceneObjectContext,
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)
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}
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func (s *Service) buildCurrentActorBindingMode1BodyForSelectedInContext(
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ctx context.Context,
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session *gameSession,
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character dnfrepo.CharacterRecord,
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hasCharacter bool,
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charID uint16,
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adventureLevel uint32,
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ownerChannel byte,
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) []byte {
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return s.buildCurrentActorBindingMode1BodyForSelectedWithEquipmentInContext(
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ctx,
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session,
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character,
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hasCharacter,
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charID,
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adventureLevel,
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ownerChannel,
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false,
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)
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}
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func (s *Service) buildCurrentActorBindingMode1BodyForSelectedWithEquipmentInContext(
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ctx context.Context,
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session *gameSession,
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character dnfrepo.CharacterRecord,
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hasCharacter bool,
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charID uint16,
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adventureLevel uint32,
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ownerChannel byte,
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includeEquipment bool,
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) []byte {
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var repo dnfrepo.LegacyUserInfoRepository
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if repos, ok := s.projectionRepositories(ctx); ok {
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repo = repos.LegacyUserInfo
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}
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pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
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reader := csharpLegacyUserInfoReader{
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ctx: ctx,
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repo: repo,
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characterID: strconv.Itoa(int(charID)),
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service: s,
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session: session,
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pvfStats: pvfStats,
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hasPVFStats: hasPVFStats,
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}
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return reader.buildCurrentUserInfoMode1WithEquipmentInContext(
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character,
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hasCharacter,
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currentSceneActorObjectKey(charID),
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includeEquipment,
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adventureLevel,
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ownerChannel,
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)
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}
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func (s *Service) buildCurrentSelectedUserInfoMode3Body(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16) []byte {
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return s.buildCurrentSelectedUserInfoMode3BodyInContext(
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ctx,
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session,
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repo,
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character,
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hasCharacter,
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charID,
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currentSceneObjectContext,
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)
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}
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func (s *Service) buildCurrentSelectedUserInfoMode3BodyInContext(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, ownerChannel byte) []byte {
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summary := s.currentAccountAdventureGroupSummaryForPacket(ctx, session, character, hasCharacter)
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return s.buildCurrentSelectedUserInfoMode3BodyWithAdventureLevelInContext(
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ctx,
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session,
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repo,
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character,
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hasCharacter,
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charID,
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uint32(summary.ManageLevel),
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ownerChannel,
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)
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}
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func (s *Service) buildCurrentSelectedUserInfoMode3BodyWithAdventureLevel(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, adventureLevel uint32) []byte {
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return s.buildCurrentSelectedUserInfoMode3BodyWithAdventureLevelInContext(
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ctx,
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session,
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repo,
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character,
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hasCharacter,
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charID,
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adventureLevel,
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currentSceneObjectContext,
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)
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}
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func (s *Service) buildCurrentSelectedUserInfoMode3BodyWithAdventureLevelInContext(
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ctx context.Context,
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session *gameSession,
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repo dnfrepo.LegacyUserInfoRepository,
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character dnfrepo.CharacterRecord,
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hasCharacter bool,
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charID uint16,
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adventureLevel uint32,
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ownerChannel byte,
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) []byte {
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pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
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reader := csharpLegacyUserInfoReader{
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ctx: ctx,
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repo: repo,
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characterID: strconv.Itoa(int(charID)),
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service: s,
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session: session,
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pvfStats: pvfStats,
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hasPVFStats: hasPVFStats,
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}
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return reader.buildCurrentUserInfoMode3InContext(
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character,
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hasCharacter,
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currentSceneActorObjectKey(charID),
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adventureLevel,
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ownerChannel,
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)
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}
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