package dnfbridge import ( "context" "encoding/binary" "errors" "fmt" "math" "strconv" "time" "longheng.io/server/internal/modules/dnf/alignedcmd" "longheng.io/server/internal/modules/dnf/dnfenum" dnfequipmenteffect "longheng.io/server/internal/modules/dnf/equipmenteffect" dnfrepo "longheng.io/server/internal/modules/dnf/repository" ) // currentAddEquipmentEffectOpcode is CMD 951: weapon effect rune add. // C# 86JP uses opcode 0x0342 (834); our NoPack EXE enum maps it to 951. const ( currentAddEquipmentEffectOpcode uint16 = uint16(dnfenum.CmdPacketAddEquipmentEffect) currentEquipmentEffectRequestBodyLen = 21 // Current mode-1 construction forwards raw+0x45..+0x46 into the // ordinary-equipment state consumed by sub_1E636E0. The preceding bytes // are the proved current emblem vector: a count at raw+0x3C plus two u32 // IDs. raw+0x38 remains the independent expiration timestamp. currentEquipmentEffectRuneWireOffset = currentEquipmentVectorOffset + currentEquipmentEmblemDataBytes ) type currentAddEquipmentEffectRequest struct { RequestedSourceSlot int16 TargetListType byte TargetSlot int16 RawBody []byte } func decodeCurrentAddEquipmentEffectRequest(body []byte) (currentAddEquipmentEffectRequest, error) { if len(body) != currentEquipmentEffectRequestBodyLen { return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect body size=%d want=%d", len(body), currentEquipmentEffectRequestBodyLen) } targetListType := body[12] if targetListType != dnfrepo.MainInventoryListType { return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect target list=%d is not current-exe main inventory", targetListType) } targetSlot, ok := currentEquipmentEffectSlotAt(body, 13) if !ok { return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect invalid target slot") } sourceSlot, ok := currentEquipmentEffectSlotAt(body, 17) if !ok { return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect invalid source slot") } return currentAddEquipmentEffectRequest{ RequestedSourceSlot: sourceSlot, TargetListType: targetListType, TargetSlot: targetSlot, RawBody: append([]byte(nil), body...), }, nil } func currentEquipmentEffectSlotAt(body []byte, offset int) (int16, bool) { if offset < 0 || offset+4 > len(body) { return 0, false } value := binary.LittleEndian.Uint32(body[offset : offset+4]) if value > math.MaxInt16 { return 0, false } return int16(value), true } // currentApplyEquipmentEffectRuneToEntry mirrors only the durable rune ID // into the proved current-equipment field. The field must be cleared when the // durable state is absent so an old raw row cannot resurrect a removed rune. func currentApplyEquipmentEffectRuneToEntry(entry *currentItemListEntry, extra map[string]string) { if entry == nil || currentEquipmentEffectRuneWireOffset+2 > len(entry.data) { return } runeID := sceneInventoryExtraUint16(extra, "equipment_effect_id") binary.LittleEndian.PutUint16( entry.data[currentEquipmentEffectRuneWireOffset:currentEquipmentEffectRuneWireOffset+2], runeID, ) } type currentEquipmentEffectCatalog struct { catalog *pvfDungeonDropCatalog } func (c currentEquipmentEffectCatalog) ResolveEquipmentEffectItem(itemID uint32) (dnfequipmenteffect.ItemDefinition, error) { if c.catalog == nil { return dnfequipmenteffect.ItemDefinition{}, errors.New("runtime PVF catalog unavailable") } definition, err := c.catalog.ResolveItem(itemID) if err != nil { return dnfequipmenteffect.ItemDefinition{}, err } return dnfequipmenteffect.ItemDefinition{ IsEquipment: definition.Kind == dungeonDropItemEquipment, EquipmentType: definition.EquipmentType, Grade: definition.Grade, StackableType: definition.StackableType, EffectID: definition.EquipmentEffectID, }, nil } func (s *Service) handleCurrentAddEquipmentEffect(session *gameSession, body []byte) error { request, err := decodeCurrentAddEquipmentEffectRequest(body) if err != nil { s.logGameEvent(session, "game-add-equipment-effect-parse-failed", "body_len", len(body), "err", err) return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4) } if session == nil || session.selectedCharacterID == 0 { return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4) } repositories, ok := s.repositoryGroup() if !ok { return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4) } pvfCatalog, err := s.currentPVFItemCatalog() if err != nil { s.logGameEvent(session, "game-add-equipment-effect-pvf-unavailable", "err", err) return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4) } owner, err := dnfequipmenteffect.NewOwner(repositories, currentEquipmentEffectCatalog{catalog: pvfCatalog}) if err != nil { s.logGameEvent(session, "game-add-equipment-effect-owner-unavailable", "err", err) return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4) } ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout) defer cancel() result, err := owner.Apply(ctx, dnfequipmenteffect.Command{ CharacterID: strconv.Itoa(int(session.selectedCharacterID)), RequestedSourceSlot: request.RequestedSourceSlot, TargetListType: request.TargetListType, TargetSlot: request.TargetSlot, UpdatedAt: time.Now().UTC(), }) if err != nil { s.logGameEvent(session, "game-add-equipment-effect-rejected", "source_requested_slot", request.RequestedSourceSlot, "target_list", request.TargetListType, "target_slot", request.TargetSlot, "err", err) return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4) } // The current EXE's successful handler consumes one leading success byte // followed by the exact 21-byte request it just sent. It does not accept a // synthetic item-id response here. if err := s.sendGameUpperSuccess(session, currentAddEquipmentEffectOpcode, request.RawBody); err != nil { return err } s.logGameEvent(session, "game-add-equipment-effect-success", "char_id", result.CharacterID, "source_requested_slot", result.RequestedSourceSlot, "source_slot", result.SourceSlot, "source_recovered", result.SourceRecovered, "source_item_id", result.SourceItemID, "source_remaining", result.SourceRemainingCount, "target_slot", result.TargetSlot, "target_item_id", result.TargetItemID, "effect_id", result.EffectID) return s.sendSelectedIncrementalItemSlotRefreshes(session, "equipment_effect_rune", []alignedcmd.ItemSlotRefresh{ {ListType: dnfrepo.MainInventoryListType, SlotIndex: result.SourceSlot}, {ListType: result.TargetListType, SlotIndex: result.TargetSlot}, }) }