package dnfbridge import ( "context" "fmt" "time" "longheng.io/server/internal/modules/dnf/dnfenum" dnfrepo "longheng.io/server/internal/modules/dnf/repository" "longheng.io/server/internal/modules/dnf/worldmap" ) const ( currentSceneOverseerPageCount = 5 currentDungeonPlayerUserState byte = 1 ) func buildCurrentDungeonUserStateBody(objectKey uint16) ([]byte, error) { if objectKey == 0 { return nil, fmt.Errorf("current dungeon user state requires a nonzero object key") } var writer packetWriter writer.writeByte(1) writer.writeUint16(objectKey) writer.writeByte(currentDungeonPlayerUserState) return writer.bytes(), nil } func (s *Service) sendCurrentSceneOverseerPages(ctx context.Context, session *gameSession) error { for page := 0; page < currentSceneOverseerPageCount; page++ { fallback := buildCurrentRequestOverseerBody(uint32(page)) body := s.buildCurrentRequestOverseerBodyForSession(ctx, session, fallback) if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketRequestOverseer), body, 0); err != nil { return err } } return nil } func (s *Service) sendCurrentSelectPreviewObjectState( ctx context.Context, session *gameSession, charID uint16, charName string, character dnfrepo.CharacterRecord, hasCharacter bool, source string, ) error { if session == nil || session.selectPreviewObjectStateSent { return nil } if charID == 0 { return fmt.Errorf("select preview object state requires selected character") } objectKey := currentSceneActorObjectKey(charID) s.logPacketEvent("game-upper-select-preview-object-state-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "sequence", "op358_pages_action_table_msg2_mode0_actor_binding_mode1_op359_op356_op124", "lifetime", "removed_by_op9_kind3_after_validated_op16_before_final_actor_rebind", "mode1", "actor_binding_only_before_op359_full_equipment_after_op29") if err := s.sendCurrentSceneOverseerPages(ctx, session); err != nil { return err } if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketPVPMissionHpPercent), buildCurrentActionTableStateBody(), 0); err != nil { return err } objectBody := s.buildCurrentSceneObjectListBodyForSession(ctx, session, charID, charName, character, hasCharacter) objectPacket := csharpSelectInitPacket{ class: 0, msgID: uint16(dnfenum.CmdPacketSetUDPIPPort), kind: csharpCurrentSceneObjectListKind, } if err := s.sendCSharpSelectInitPacket(session, objectPacket, objectBody); err != nil { return err } // Current NoPack's op359 path enters sub_1D8C0C0 and dereferences the // native selected-character descriptor. Mode0 creates the preview actor but // does not install that descriptor; binding-only mode1 performs the native // sub_2693E90 assignment without publishing equipment prematurely. adventureSummary := s.currentAccountAdventureGroupSummaryForPacket(ctx, session, character, hasCharacter) mode1Body := s.buildCurrentActorBindingMode1BodyForSelectedInContext( ctx, session, character, hasCharacter, charID, uint32(adventureSummary.ManageLevel), currentSceneObjectContext, ) s.logPacketEvent("game-upper-select-preview-actor-binding-mode1-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "owner_channel", currentSceneObjectContext, "body_len", len(mode1Body), "equipment_create_count", 0, "body_source", "current_exe_sub_2008010_sub_2002fc0_sub_2693e90_before_sub_1d8c0c0") if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketSetUDPIPPort), mode1Body, 0); err != nil { return err } insertBody := s.buildCurrentInsertOverseerBodyForSession(ctx, session, buildCurrentInsertOverseerBody()) insertPacket := csharpSelectInitPacket{ class: 0, msgID: uint16(dnfenum.CmdPacketInsertOverseer), kind: csharpLongHengSceneBootstrapKind, } if err := s.sendCSharpSelectInitPacket(session, insertPacket, insertBody); err != nil { return err } clearQuestListBody, err := s.buildCurrentClearQuestListTransportBodyForSession( ctx, session, source+"_select_preview_before_scene_commit", ) if err != nil { return err } if err := s.sendGameUpperFixed16Transport( session, currentClearQuestListMsgID, clearQuestListBody, 0, 1, true, currentClearQuestListTransportCodec, ); err != nil { return err } if err := s.sendCurrentSceneLayoutCommit(session, source+"_after_preview_mode1"); err != nil { return err } session.selectPreviewObjectStateSent = true s.logPacketEvent("game-upper-select-preview-object-state-finished", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "packet_count", currentSceneOverseerPageCount+6, "personal_panel", "not_sent", "removal", "await_validated_op16") return nil } func (s *Service) sendCurrentPreDungeonContextPlayerState(session *gameSession, source string) error { if session == nil { return nil } if session.preDungeonContextPlayerStateSent { s.logGameEvent(session, "game-upper-pre-dungeon-context-player-state-skipped", "source", source, "char_id", session.selectedCharacterID, "reason", "already_sent") return nil } if session.selectedCharacterID == 0 { return fmt.Errorf("pre-dungeon-context player state requires selected character") } ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout) defer cancel() charID, charName, character, hasCharacter := s.selectedCharacterForEnter(ctx, session) if charID == 0 { charID = session.selectedCharacterID } objectKey := currentSceneActorObjectKey(charID) ownerChannel := byte(currentSceneObjectContext) s.logGameEvent(session, "game-upper-pre-dungeon-context-player-state-send", "source", source, "char_id", charID, "object_key", objectKey, "owner_channel", ownerChannel, "sequence", "msg2_mode0_then_actor_binding_mode1_with_equipment_before_op27", "mode3", "not_sent", "evidence", "pickup_proven_current_client_dungeon_context_uses_owner_zero_for_mode0_and_mode1") objectBody := s.buildCurrentSceneObjectListBodyForSessionInContext( ctx, session, charID, charName, character, hasCharacter, ownerChannel, ) objectPacket := csharpSelectInitPacket{ class: 0, msgID: uint16(dnfenum.CmdPacketSetUDPIPPort), kind: csharpCurrentSceneObjectListKind, } if err := s.sendCSharpSelectInitPacket(session, objectPacket, objectBody); err != nil { return err } adventureSummary := s.currentAccountAdventureGroupSummaryForPacket(ctx, session, character, hasCharacter) adventureLevel := uint32(adventureSummary.ManageLevel) // The rebound actor must carry its equipment rows. The play guide // clientonly/characterplayguide/playguide_5.co evaluates "equipment slot // weapon empty" on its `dungeon entrance` check event, which fires on this // very page; a binding-only mode1 left that model empty, so entering the // selector and returning to town reliably raised the "目前没有装备的[武器]" // alarm even though every durable and mode0 projection carried the weapon. // Every other live rebind (town post-transition, dungeon post-start map, // training room) already includes the rows in this exact wire shape. mode1Body := s.buildCurrentActorBindingMode1BodyForSelectedWithEquipmentInContext( ctx, session, character, hasCharacter, charID, adventureLevel, ownerChannel, true, ) s.logGameEvent(session, "game-upper-pre-dungeon-context-actor-binding-mode1-send", "source", source, "char_id", charID, "object_key", objectKey, "owner_channel", ownerChannel, "adventure_total_point", adventureSummary.TotalPoint, "adventure_manage_level", adventureSummary.ManageLevel, "body_len", len(mode1Body), "equipment_included", true, "stat_blob_len", currentMode1StatBlobWireSize, "body_source", "current_exe_sub_2008010_real_92b_state_sub_2002fc0_actor_create_and_sub_2693e90_descriptor_bind") if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketSetUDPIPPort), mode1Body, 0); err != nil { return err } session.preDungeonContextPlayerStateSent = true s.logGameEvent(session, "game-upper-pre-dungeon-context-player-state-finished", "source", source, "char_id", charID, "object_key", objectKey, "packet_count", 2, "next_stage", "op27_page_enter_actor_vtable_0x254_existing_runtime_recompute_gate") return nil } func (s *Service) sendCurrentPostStartMapPlayerPlacement( session *gameSession, runtime *runtimeDungeonState, scene worldmap.DungeonRoomScene, source string, ) error { if session == nil { return nil } if session.postStartMapPlayerStateSent { s.logPacketEvent("game-upper-post-start-map-player-placement-skipped", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", session.selectedCharacterID, "reason", "already_sent") return nil } if session.selectedCharacterID == 0 { return fmt.Errorf("post-start-map player state requires selected character") } ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout) defer cancel() charID, charName, character, hasCharacter := s.selectedCharacterForEnter(ctx, session) if charID == 0 { charID = session.selectedCharacterID } // The select ACK stores the selected character id as the protected local // owner key. Reusing the fixed preview key here creates a second, remote // wrapper, so mode1 would update the other-player actor instead of the // selected scene actor. objectKey := currentSceneActorObjectKey(charID) ownerChannel := byte(currentSceneObjectContext) // PVF tutorial scenes can still reach sub_1D88A10 before their room object // manager is usable, so they defer state 1 until their finish-loading // boundary. Ordinary dungeon scenes activate their already-bound mode1 // actor only after op120 has committed the room placement. Successful // pickup traces use that order; sending op3 before op120 leaves the client // showing drops without enabling its native op43 pickup writer. ownedDungeonScene := currentDungeonRoomOwnsScene(runtime, scene) suppressInitialUserState := ownedDungeonScene && isPVFTutorialDungeonScene(runtime, scene) sendInitialUserState := ownedDungeonScene && !suppressInitialUserState session.deferredDungeonUserStateObjectKey = 0 if suppressInitialUserState { session.deferredDungeonUserStateObjectKey = objectKey } mode0Stage := "sent_once_before_op27" if !session.preDungeonContextPlayerStateSent { mode0Stage = "fallback_after_op29" } s.logPacketEvent("game-upper-post-start-map-player-state-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "owner_channel", ownerChannel, "sequence", "op358_pages_action_table_op13_containers_full_mode1_op14_slot32_guardian_gem_op14_slot26_pet_op105_op102_op19_skills_state_only_op205_op359_op356_op124_op14_registered_chronicle_op559_buff_registration_op9_op120_then_ordinary_op3_or_tutorial_suppress", "initial_user_state_eligible", ownedDungeonScene, "initial_user_state_suppressed", suppressInitialUserState, "mode0", mode0Stage, "reason", "op29_room_commit_precedes_full_equipment_and_stat_refresh") if err := s.sendCurrentSceneOverseerPages(ctx, session); err != nil { return err } if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketPVPMissionHpPercent), buildCurrentActionTableStateBody(), 0); err != nil { return err } if !session.preDungeonContextPlayerStateSent { // Direct callers that did not run the dungeon-context actor-binding stage still // need a descriptor before the full mode1 state is applied. objectBody := s.buildCurrentSceneObjectListBodyForSessionInContext( ctx, session, charID, charName, character, hasCharacter, ownerChannel, ) s.logPacketEvent("game-upper-post-start-map-mode0-built", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "body_len", len(objectBody), "reason", "fallback_when_pre_op27_descriptor_stage_was_not_sent") objectPacket := csharpSelectInitPacket{ class: 0, msgID: uint16(dnfenum.CmdPacketSetUDPIPPort), kind: csharpCurrentSceneObjectListKind, } if err := s.sendCSharpSelectInitPacket(session, objectPacket, objectBody); err != nil { return err } } else { s.logGameEvent(session, "game-upper-post-start-map-mode0-skipped", "source", source, "char_id", charID, "object_key", objectKey, "reason", "descriptor_and_actor_bound_before_op27_page_enter") } // Install the complete container snapshot only after the selected actor and // its container managers exist. This changes inventory ownership only; the // dungeon scene/camera packet sequence remains untouched. if err := s.sendCurrentSelectInventoryBootstrap(session, source+"_after_actor_before_player_object"); err != nil { return err } var dungeonSkillProjection currentSceneSkillInfoProjection dungeonSkillProjectionReady := false if hasCharacter && (s.skillCatalog != nil || len(s.initialSkillsByJob) != 0) { projection, ready, err := s.buildAndSendDungeonActorPassivePrebind( session, ctx, character, source+"_actor_passive_before_full_mode1", ) if err != nil { return fmt.Errorf("preinstall dungeon actor passive skill: %w", err) } if ready { dungeonSkillProjection = projection dungeonSkillProjectionReady = true } } // 让客户端先消化预绑定技能快照,再发 mode1 绑 actor(见 // currentDungeonActorPassivePrebindDelay 的现场说明)。 if dungeonSkillProjectionReady { if delay := currentDungeonActorPassivePrebindDelay(); delay > 0 { select { case <-ctx.Done(): case <-time.After(delay): } } } adventureSummary := s.currentAccountAdventureGroupSummaryForPacket(ctx, session, character, hasCharacter) adventureLevel := uint32(adventureSummary.ManageLevel) mode1Body := s.buildCurrentActorBindingMode1BodyForSelectedWithEquipmentInContext( ctx, session, character, hasCharacter, charID, adventureLevel, ownerChannel, true, ) s.logPacketEvent("game-upper-post-start-map-local-mode1-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "owner_channel", ownerChannel, "adventure_total_point", adventureSummary.TotalPoint, "adventure_manage_level", adventureSummary.ManageLevel, "adventure_manage_option", adventureSummary.ManageOption, "body_len", len(mode1Body), "stat_blob_len", currentMode1StatBlobWireSize, "body_source", "current_exe_sub_2008010_local_owner_real_state_and_equipment_create") if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketSetUDPIPPort), mode1Body, 0); err != nil { return err } session.selectedUserInfoRefreshSent = true // 形态修复(2026-10-20):mode1 绑完副本 actor 后,延迟再补发一次同一个 // mode1,让客户端按“建 actor”路径重新初始化一遍(不涉及复活语义)。 if hasCharacter && dungeonSkillProjectionReady && currentNeedsSnakeSwordDungeonPrebind(character) { if delay := currentDungeonPassiveActorReinitDelay(); delay > 0 { duplicate := append([]byte(nil), mode1Body...) go func() { time.Sleep(delay) if err := s.sendGameUpperRawClass( session, uint16(dnfenum.CmdPacketSetUDPIPPort), duplicate, 0, ); err != nil { s.logGameEvent(session, "game-dungeon-passive-actor-reinit-failed", "source", source+"_actor_reinit_duplicate_mode1", "character_id", character.CharacterID, "error", err) return } s.logGameEvent(session, "game-dungeon-passive-actor-reinit-send", "source", source+"_actor_reinit_duplicate_mode1", "character_id", character.CharacterID, "delay_ms", delay.Milliseconds()) }() } } // Dungeon entry replaces the town actor, and the guild insignia rides the // actor's appearance block rather than the guild window, so the decoration // has to be replayed onto the rebuilt actor or every guild member enters a // dungeon with a blank 公会徽章 on their character. if err := s.sendCurrentGuildAuraForCharacter(ctx, session, charID, ownerChannel); err != nil { return fmt.Errorf("rehydrate dungeon guild aura: %w", err) } // Dungeon entry replaces the town actor. op1027 is the current EXE's // authoritative collection-box stat owner, so replay it after the complete // equipment-bearing mode1 and before the rest of the room-state tail. // // 排查开关(2026-10-19,剑魔蛇腹剑形态):现场反馈怀疑收集箱(SAO)状态与 // actor 重建互相影响——这批发包会让客户端原生收集箱 owner 重算五项战斗属性, // 并且发生在 mode1 之后、蛇腹剑一次性被动刚挂上的时间窗里。DNF90_COLLECTBOX_SCENE_PROJECTION=off // 时进图不推送这组投影(只影响进图这一刻;城镇/登录路径不变),用于验证该假设。 if currentCollectboxSceneProjectionEnabled() { if err := s.sendCollectboxSceneInitializationStates(ctx, session); err != nil { s.logGameEvent(session, "game-collectbox-scene-projection-deferred", "char_id", charID, "source", source+"_dungeon_after_full_mode1", "reason", err) } } else { s.logGameEvent(session, "game-collectbox-scene-projection-skipped", "char_id", charID, "source", source+"_dungeon_after_full_mode1", "reason", "diagnostic_switch_off") } // Full dungeon mode1 creates the worn medal object but, like the town // initialization mode1, does not carry the generic raw socket words. Replay // the persisted slot-32 row at this actor-generation boundary so the client // does not enter the room with an empty guardian-gem panel. if err := s.sendSelectedGuardianGemWornMedalRefresh( session, source+"_after_full_mode1_before_room_tail", ); err != nil { return fmt.Errorf("rehydrate dungeon guardian-gem medal: %w", err) } // The worn title's raw random enchant (+0x61..+0x65) lives in the same gap // the guardian-gem socket words do, and dungeon entry is exactly the actor // rebuild that used to drop it (see random_title_enchant_refresh.go). if err := s.sendSelectedWornTitleEnchantRowRefresh( session, source+"_after_full_mode1_before_room_tail", ); err != nil { return fmt.Errorf("rehydrate dungeon worn title enchant row: %w", err) } if err := s.sendSelectedCreatureDungeonStateAfterMode1( session, source+"_after_full_mode1_before_room_tail", ); err != nil { return fmt.Errorf("rehydrate dungeon creature state: %w", err) } // Full dungeon mode1 replaces the native skill manager. Install the // repository/PVF-backed projection before the scene commit so the client // cannot open the skill UI while it is still in its initialization state. // Missing skill dependencies remain a deferred projection, matching login; // no skill tree is fabricated here. // // 例外:剑魔(蛇腹剑)这类一次性 actor 被动职业,预绑定已经在 mode1 之前发过同一份 // 快照;mode1 之后再来一发全量 op19 会把刚挂上的武器形态/判定数据重建掉(现场: // 进副本永远没有蛇腹剑形态、普攻打不到怪)。这类角色的第二发由 // currentPostMode1SkillRefreshSkip 跳过,技能面板仍由预绑定那一发建立。 // // 学习回执放在这里:完整 mode1 和本轮 actor 刷新都已完成,回执会落在副本 actor 的 // 技能管理器上;紧接着的全量 op19 在 prebound 时跳过,不会把控制器再抹掉。 if hasCharacter { if err := s.sendDungeonActorPassiveLearnReplayAfterMode1( ctx, session, character, source+"_after_full_mode1_before_skill_refresh", ); err != nil { s.logGameEvent(session, "game-dungeon-passive-learn-replay-after-mode1-failed", "source", source+"_after_full_mode1_before_skill_refresh", "character_id", character.CharacterID, "error", err) } } if hasCharacter && (s.skillCatalog != nil || len(s.initialSkillsByJob) != 0) { projection, ready := dungeonSkillProjection, dungeonSkillProjectionReady if !ready { var err error projection, ready, err = s.buildCurrentSceneSkillInfoProjection( session, ctx, character, source+"_after_full_mode1_before_scene_commit", ) if err != nil { return fmt.Errorf("build dungeon skill initialization: %w", err) } } if ready { // 剑魔(蛇腹剑)的形态是在 mode1 构造 actor 时挂上去的一次性被动;预绑定 // 已经在 mode1 之前发过同一份快照。这里再发一发全量 op19 会重建技能运行时, // 把刚挂上的武器形态/判定数据抹掉(与副本内升级同一条失败形态),所以对 // 这类角色跳过这一发;技能面板仍由预绑定那一发建立。见 // currentPostMode1SkillRefreshSkip。 if skip, atRiskSkills := s.currentPostMode1SkillRefreshSkip(dungeonSkillProjectionReady, projection); skip { s.logGameEvent(session, "game-dungeon-post-mode1-skill-refresh-skipped", "source", source+"_after_full_mode1_before_scene_commit", "character_id", projection.characterID, "job", projection.job, "mode", currentPostMode1SkillSkipMode(), "at_risk_skill_ids", fmt.Sprint(atRiskSkills), "prebound", dungeonSkillProjectionReady, "reason", "full_op19_after_mode1_rebuilds_one_shot_actor_passive_and_drops_weapon_form") // 明文场景审计(与加密服务端日志同一事实):这次进图没有重发 op19, // 便于事后核对"剑魔形态到底有没有被重建掉"。 s.recordScene(session, "dungeon_post_mode1_skill_refresh_skipped", map[string]any{ "source": source + "_after_full_mode1_before_scene_commit", "job": projection.job, "mode": currentPostMode1SkillSkipMode(), "at_risk_skill_ids": fmt.Sprint(atRiskSkills), "prebound": dungeonSkillProjectionReady, }) session.dungeonSceneSkillInfoSent = true } else if err := s.sendCurrentSceneSkillInfoProjectionWithTreeRestore( session, projection, source+"_after_full_mode1_before_scene_commit", ); err != nil { return fmt.Errorf("send dungeon skill initialization: %w", err) } else { session.dungeonSceneSkillInfoSent = true } } } if session.dungeonSceneSkillInfoSent { // The dungeon actor has consumed its ordinary op19. Restore only the // durable expert-job state now, after the acquisition-sensitive boundary, // so personal information can resolve the current type/EXP in this actor // generation without replaying any qualification success packets. if err := s.sendCurrentExpertJobInfoForCharacter(session, character, false); err != nil { return fmt.Errorf("send dungeon expert-job initialization after op19: %w", err) } } insertBody := s.buildCurrentInsertOverseerBodyForSession(ctx, session, buildCurrentInsertOverseerBody()) insertPacket := csharpSelectInitPacket{ class: 0, msgID: uint16(dnfenum.CmdPacketInsertOverseer), kind: csharpLongHengSceneBootstrapKind, } if err := s.sendCSharpSelectInitPacket(session, insertPacket, insertBody); err != nil { return err } clearQuestListBody, err := s.buildCurrentClearQuestListTransportBodyForSession( ctx, session, source+"_post_start_map_before_scene_commit", ) if err != nil { return err } if err := s.sendGameUpperFixed16Transport( session, currentClearQuestListMsgID, clearQuestListBody, 0, 1, true, currentClearQuestListTransportCodec, ); err != nil { return err } if err := s.sendCurrentSceneLayoutCommit(session, source+"_after_full_mode1"); err != nil { return err } // NoPack's op559 handler binds every registered item and immediately asks // the skill calculator to rebuild its modifiers. That rebuild is gated by // the scene feature created by the final class-0/op124 layout commit, so an // earlier op559 can populate the UI while silently skipping the actual // Chronicle/Otherverse skill-percent calculation. Hydrate the exact raw // Chronicle item rows and then replay op559 only after op124. if err := s.sendSkillSwitchInventoryAllDataRefresh( ctx, session, source+"_after_full_mode1_op19_and_scene_layout_commit", ); err != nil { return fmt.Errorf("rehydrate dungeon BUFF registration after scene commit: %w", err) } partyState := runtimePartyStateSnapshot(session) _, partyMemberIndexed := runtimePartyMemberIndex(charID, partyState) if partyMemberIndexed { if err := s.sendRuntimePartyRealtimeInfoLocal(session, partyState); err != nil { return err } frameSent, err := s.sendCurrentPartyFrameProjection(session, partyState, source+"_post_start_map") if err != nil { return err } if !frameSent { return fmt.Errorf("post-start-map party frame requires bound character %d", charID) } } else { op9Body := buildCurrentSceneOp9ActorDisplayBodyInContext( objectKey, character, hasCharacter, charName, ownerChannel, ) s.logPacketEvent("game-upper-post-start-map-op9-actor-display-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "owner_channel", ownerChannel, "body_len", len(op9Body), "body_source", "current_exe_sub_1D64CA0_after_mode2_room_player_object_and_stats") if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketRecoverStamina), op9Body, 0); err != nil { return err } } placementBody := buildCurrentSceneActorPlacementBody() s.logPacketEvent("game-upper-post-start-map-player-placement-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "msg_id", uint16(dnfenum.CmdPacketRequestBlacklist), "classification", 0, "body_len", len(placementBody), "actor_slot", placementBody[0], "placement_seed", placementBody[1], "body_source", "current_exe_sub_1D41DA0_actor_slot_scene_commit") if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketRequestBlacklist), placementBody, 0); err != nil { return err } if err := s.sendSelectedActorUserStateRefreshIfNonDefault( session, source+"_op357_after_op120_reapply_persisted_visibility", ); err != nil { return err } // The working current-client route commits the room object manager with // op120 before op3 marks the selected local wrapper active. if sendInitialUserState { userStateBody, err := buildCurrentDungeonUserStateBody(objectKey) if err != nil { return err } s.logPacketEvent("game-upper-post-start-map-user-state-send", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "msg_id", uint16(dnfenum.CmdPacketNotifyUserState), "classification", 0, "body_len", len(userStateBody), "user_state", currentDungeonPlayerUserState, "body_source", "working_current_client_trace_op3_after_op120_room_object_manager_commit") if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketNotifyUserState), userStateBody, 0); err != nil { return err } } else if suppressInitialUserState { s.logPacketEvent("game-upper-post-start-map-user-state-skipped", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "map_path", scene.Map.Map.Path, "deferred_until", "client_finish_loading_request", "reason", "current_exe_tutorial_state1_handler_crashes_before_the_client_finish_loading_boundary") } else if !sendInitialUserState { s.logPacketEvent("game-upper-post-start-map-user-state-skipped", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "map_path", scene.Map.Map.Path, "reason", "scene_is_not_owned_by_current_dungeon_runtime") } // 场景提交(op9 演员显示 / op120 摆放 / op3 本地包装器激活)会重建本地 actor 的装备 // 对象,而 mode1/mode3 的**创建行不带**守护珠的 raw socket 字与称号的 raw 附魔字节。 // 上面那次刷新(_after_full_mode1_before_room_tail)发生在房间尾巴**之前**,它的结果会被 // 这次提交丢掉 —— 现象就是"进了房间,勋章上的宝珠图标与属性一起消失,出图才恢复" //(2026-10-08 现场:修炼场 / 组队进图 / 团本,图二里四个槽全变成"没有已装备的守护珠")。 // 所以提交之后再各补一次。房间已提交,失败只记日志。 s.restoreCurrentSceneRawEquipmentRows(session, source+"_after_room_tail_op3") // 婚房装饰奖励(HP最大值/MP最大值 +200、所有属性强化 +1、城镇移动速度 +4%)是客户端 // 在**场景构建时**按婚房数据应用的:城镇里生效,进副本后就没了(2026-10-08 现场: // 城镇四属性强化 +14 → 副本 +13,差的正是那一项)。戒指 tooltip 在副本里照样列出这一行, // 说明客户端手里还有数据、只是这条场景没应用,所以在每次房间入场后(op3 之后actor已激活) // 再喂一次。失败只记日志,绝不影响入场。 s.restoreCurrentSceneWeddingRoomState(session, charID, "dungeon_room_entry_after_op3") session.postStartMapPlayerStateSent = true session.sceneBootstrapTailDeferred = false session.sceneBootstrapTailSent = true minimumPacketCount := currentSceneOverseerPageCount + 14 if !session.preDungeonContextPlayerStateSent { minimumPacketCount++ } userStateResult := "skipped_unowned_dungeon_scene" if sendInitialUserState { minimumPacketCount++ userStateResult = "normal_state_1_sent_after_op120_room_object_manager_commit_for_owned_dungeon" } else if suppressInitialUserState { userStateResult = "deferred_to_client_finish_loading_for_pvf_tutorial" } s.logPacketEvent("game-upper-post-start-map-player-placement-finished", "conn_id", session.connID, "channel_id", session.channel.ID, "source", source, "char_id", charID, "object_key", objectKey, "minimum_packet_count", minimumPacketCount, "item_lists", "sent_before_full_equipment_mode1_after_pre_op27_actor_binding", "user_state", userStateResult, "mode0", mode0Stage, "mode1", "full_equipment_refresh_after_op29_for_existing_local_actor", "mode3", "not_sent_personal_information_panel_route", "equipment", "mode1_create_then_slot32_guardian_gem_op14_slot26_pet_op14_op105_op102_then_scene_tail", "skills", "dungeon_mode1_then_op19_then_state_only_op205_then_op559_buff_registration_before_scene_commit", "op9", "sent_after_scene_object_finalizer_before_scene_slot_placement", "op3", userStateResult, "hud", "deferred") return nil }