package dnfbridge import ( "context" "longheng.io/server/internal/modules/dnf/dnfenum" dnfrepo "longheng.io/server/internal/modules/dnf/repository" ) func (s *Service) sendRuntimeFinishLoadingGateOnce(session *gameSession, source string) error { if session.selectedCharacterID == 0 { s.logPacketEvent("game-upper-runtime-finish-loading-gate-deferred", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "reason", "character_not_selected") return nil } if session.runtimeFinishLoadingGateSent || session.sceneBootstrapTailSent { s.logPacketEvent("game-upper-runtime-finish-loading-gate-skipped", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "runtime_gate_sent", session.runtimeFinishLoadingGateSent, "scene_tail_sent", session.sceneBootstrapTailSent, "reason", "already_sent") return nil } if err := s.sendRuntimeSceneReadySequence(session, source+"_scene_ready"); err != nil { return err } // 当前 NoPack 在 120 黑名单被动 ACK 后只继续心跳;按 DOVE 顺序补安全场景前置、851 HUD-ready,再补最小 37 门闩。 if err := s.sendUpperFinishLoadingGate(session, source); err != nil { return err } session.runtimeFinishLoadingGateSent = true return nil } func (s *Service) sendRuntimeSceneReadySequence(session *gameSession, source string) error { s.logPacketEvent("game-upper-runtime-scene-bootstrap-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "packet_count", len(longHengSceneBootstrapBeforeHudPackets), "reason", "dove_scene_bootstrap_sanitized_before_hud") ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout) defer cancel() for _, packet := range longHengSceneBootstrapBeforeHudPackets { body := packet.body if packet.kind == csharpCurrentSceneObjectListKind { body = s.buildCurrentSceneObjectListBodyForSession(ctx, session, 0, "", dnfrepo.CharacterRecord{}, false) } if err := s.sendCSharpSelectInitPacket(session, packet, body); err != nil { return err } } // The actor-bound post-start-map stage owns the complete item-list // bootstrap. This fallback scene-ready path must not replay the containers. if err := s.sendSelectedSceneUserInfo23Refresh(session, source); err != nil { return err } return nil } func (s *Service) sendRuntimeAfterBlacklistSeedOnce(session *gameSession, source string) error { if session == nil || !session.postStartMapPlayerStateSent { if session != nil { s.logPacketEvent("game-upper-request-blacklist-runtime-seed-deferred", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "reason", "wait_for_current_op29_and_post_start_map_player_state") } return nil } if session.runtimeAfterBlacklistSent { s.logPacketEvent("game-upper-request-blacklist-runtime-seed-skipped", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "reason", "already_sent") return nil } packets := longHengSceneRuntimeAfterBlacklistSafePrefixPackets() s.logPacketEvent("game-upper-request-blacklist-runtime-seed-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "packet_count", len(packets), "reason", "mcp_current_handlers_release_runtime_op9_noop_filter_op22_op356_class1_exit") session.runtimeAfterBlacklistSent = true for idx, packet := range packets { if err := s.sendCSharpSelectInitPacket(session, packet, packet.body); err != nil { s.logPacketEvent("game-upper-request-blacklist-runtime-seed-send-failed", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "packet_index", idx, "msg_id", packet.msgID, "classification", packet.class, "body_len", len(packet.body), "error", err) return err } } s.logPacketEvent("game-upper-request-blacklist-runtime-seed-finished", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "packet_count", len(packets)) // class0/op2 mode3 is intentionally not replayed here. The current EXE // routes it through the personal-information panel and that panel must only // open after a user action. return nil } func (s *Service) sendUpperContentsPlayInfoGate(session *gameSession, source string) error { s.logPacketEvent("game-upper-contents-play-info-gate-deferred", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "msg_id", uint16(dnfenum.CmdPacketContentsPlayInfo), "classification", 0, "reason", "dove_scene_flow_has_no_s2c_704_and_current_client_opens_side_panel") return nil } func (s *Service) handleGameFpsDevideCollect(session *gameSession, body []byte) error { s.logPacketEvent("game-legacy-fps-devide-collect-received", "conn_id", session.connID, "channel_id", session.channel.ID, "char_id", session.selectedCharacterID, "body_len", len(body)) if session.selectedCharacterID == 0 { s.logPacketEvent("game-legacy-fps-devide-collect-gate-deferred", "conn_id", session.connID, "channel_id", session.channel.ID, "body_len", len(body), "reason", "character_not_selected") return nil } if session.fpsFinishLoadingGateSent { s.logPacketEvent("game-legacy-fps-devide-collect-gate-skipped", "conn_id", session.connID, "channel_id", session.channel.ID, "char_id", session.selectedCharacterID, "body_len", len(body), "reason", "already_sent") return nil } if session.sceneBootstrapTailSent { s.logPacketEvent("game-legacy-fps-devide-collect-gate-skipped", "conn_id", session.connID, "channel_id", session.channel.ID, "char_id", session.selectedCharacterID, "body_len", len(body), "reason", "scene_bootstrap_already_sent") return nil } // 旧 DOVE 没有当前 1426 样本;实测 NoPack 已到运行期 FPS 采集但仍停在选角层时,用它作为更晚的加载完成门闩。 if err := s.sendUpperFinishLoadingGate(session, "legacy_1426_fps_devide_collect"); err != nil { return err } session.fpsFinishLoadingGateSent = true return nil }