package dnfbridge import ( "fmt" "time" "longheng.io/server/internal/modules/dnf/dnfenum" "longheng.io/server/internal/modules/dnf/raid" ) const ( runtimeRaidOwnerAnton byte = currentRaidAntonMode runtimeRaidOwnerLuke byte = currentRaidLukeMode runtimeRaidOwnerFiendWar byte = currentRaidFiendWarMode runtimeRaidLukeLightRoute byte = 2 runtimeRaidLukeDarkRoute byte = 6 ) type runtimeRaidOwnerConfig struct { Mode byte Raid *raid.AntonConfig Luke *raid.LukeConfig // FiendWar 只在超时空频道非 nil。它的 Battle.Raid 是合成出来的 // *raid.AntonConfig(PhaseMax=1),所以 Raid 字段对三个 owner 都非 nil, // 而 FiendWar 额外带着 30 区域地图 / 规则对 / 禁锢秒数 / 商人与雷达电池。 FiendWar *raid.FiendWarConfig } func runtimeRaidModeForSession(session *gameSession) byte { if session == nil { return 0 } switch session.channel.Type { case dnfenum.RaidChannelType: return runtimeRaidOwnerAnton case dnfenum.HiddenRaidType: return runtimeRaidOwnerLuke case dnfenum.FiendWarRaidChannelType: return runtimeRaidOwnerFiendWar default: return 0 } } // runtimeRaidOwnerSupportsSingleRaid reports whether the owner behind ownerMode // declares a native single (单人) raid. // // Anton and Luke both do, and both go through the SAME Anton-side parser: the // single raid is declared by [SINGLE RAID PHASE] plus // [single raid start minium member], which anton_pvf.go turns into // AntonConfig.SingleMode / SingleStartMinimumMembers and advertises as the // AntonRaidModeSingle ("single") choice. Luke reuses that shape and even asserts // it is present -- luke_pvf.go fails the load when base.SingleMode is nil, and // validateLukeSingleRoutes then checks its single phase against the light and // dark routes. Luke's single type is picked per weekday by // runtimeRaidLukeSingleTypeForTime (2=light, 6=dark). // // Fiend War is the only owner without one. parseFiendWarBattle synthesises its // baseline as // // &AntonConfig{PhaseMax: 1, MemberMax: recruit.MemberMax, // StartMinimumMembers: recruit.StartMinimumMembers, // EntryCost: recruit.EntryCost} // fiendwar_battle_pvf.go:83 // // so SingleMode stays nil and SingleStartMinimumMembers stays 0 -- which is why // the live log's Fiend War start request carried "minimum_members=0 // maximum_members=1": runtimeRaidStartRosterBounds fell through to // config.SingleStartMinimumMembers for a config that has no single mode at all. // // Live incident 2026-10-07: two players opened a one-member Fiend War raid // (tail_flag=1), pressed start, and commitRuntimeRaidStartWithOwner returned // false every time (5 attempts, 2 raids, all "commit runtime raid start after // durable entry debit"). cancelRuntimeRaidStart only clears StartPending and // FrozenMembers, so the raid object survived with TailFlag=1, Started=false and // never reached a dissolve path -- the player stayed "already in a raid" // forever, and every later join was refused with direction_not_admissible, // which the client rendered as dstr 32059 「抱歉, 不存在该玩家。」. func runtimeRaidOwnerSupportsSingleRaid(ownerMode byte) bool { return ownerMode != runtimeRaidOwnerFiendWar } // runtimeRaidSingleRequested reports whether a create request or an existing // raid object asks for the single (单人) raid, which the wire format carries as // the tail flag. func runtimeRaidSingleRequested(tailFlag byte) bool { return tailFlag == 1 } func (s *Service) runtimeRaidLukeConfig() (*raid.LukeConfig, error) { if s == nil { return nil, raid.ErrLukePVFSourceRequired } s.raidLukeMu.Lock() defer s.raidLukeMu.Unlock() if s.raidLuke != nil { return s.raidLuke, nil } if s.raidLukeErr != nil { return nil, s.raidLukeErr } s.initialEquipmentMu.Lock() archive, err := s.initialEquipmentArchiveLocked() s.initialEquipmentMu.Unlock() if err != nil { s.raidLukeErr = fmt.Errorf("load luke runtime archive: %w", err) return nil, s.raidLukeErr } config, err := raid.LoadLukeConfig(archive) if err != nil { s.raidLukeErr = fmt.Errorf("load current luke runtime config: %w", err) return nil, s.raidLukeErr } s.raidLuke = config return config, nil } // runtimeRaidLukeCardSetConfig loads etc/raid/luke/LukeCardSet.etc, the tarot // table the 1181 card display is built from. Same shape as runtimeRaidLukeConfig: // one archive read, cached, and the failure cached too so a missing or invalid // document is logged once instead of on every waiting-area entry. func (s *Service) runtimeRaidLukeCardSetConfig() (*raid.LukeCardSetConfig, error) { if s == nil { return nil, raid.ErrLukeCardSetSourceRequired } s.raidLukeCardSetMu.Lock() defer s.raidLukeCardSetMu.Unlock() if s.raidLukeCardSet != nil { return s.raidLukeCardSet, nil } if s.raidLukeCardSetErr != nil { return nil, s.raidLukeCardSetErr } s.initialEquipmentMu.Lock() archive, err := s.initialEquipmentArchiveLocked() s.initialEquipmentMu.Unlock() if err != nil { s.raidLukeCardSetErr = fmt.Errorf("load luke card set runtime archive: %w", err) return nil, s.raidLukeCardSetErr } config, err := raid.LoadLukeCardSet(archive) if err != nil { s.raidLukeCardSetErr = fmt.Errorf("load current luke card set config: %w", err) return nil, s.raidLukeCardSetErr } s.raidLukeCardSet = config return config, nil } // runtimeRaidLukeRaidMonsterListConfig loads etc/raid/luke/luke.etc.buff // [RAID MONSTER LIST], the table that says which named monster and which boss // each maze of each raid dungeon spawns. The 1181 card display derives its seven // faces from it, so a failure here is logged once and makes that packet fail // closed rather than fall back to an arbitrary face. func (s *Service) runtimeRaidLukeRaidMonsterListConfig() (*raid.LukeRaidMonsterListConfig, error) { if s == nil { return nil, raid.ErrLukeRaidMonsterListSourceRequired } s.raidLukeMonsterListMu.Lock() defer s.raidLukeMonsterListMu.Unlock() if s.raidLukeMonsterList != nil { return s.raidLukeMonsterList, nil } if s.raidLukeMonsterListErr != nil { return nil, s.raidLukeMonsterListErr } s.initialEquipmentMu.Lock() archive, err := s.initialEquipmentArchiveLocked() s.initialEquipmentMu.Unlock() if err != nil { s.raidLukeMonsterListErr = fmt.Errorf("load luke raid monster list runtime archive: %w", err) return nil, s.raidLukeMonsterListErr } config, err := raid.LoadLukeRaidMonsterList(archive) if err != nil { s.raidLukeMonsterListErr = fmt.Errorf("load current luke raid monster list config: %w", err) return nil, s.raidLukeMonsterListErr } s.raidLukeMonsterList = config return config, nil } func (s *Service) runtimeRaidOwnerConfigForSession(session *gameSession) (runtimeRaidOwnerConfig, error) { if session == nil { return runtimeRaidOwnerConfig{}, errRuntimeRaidLifecycleState } switch session.channel.Type { case dnfenum.RaidChannelType: config, err := s.runtimeRaidAntonConfig() return runtimeRaidOwnerConfig{Mode: runtimeRaidOwnerAnton, Raid: config}, err case dnfenum.HiddenRaidType: config, err := s.runtimeRaidLukeConfig() if err != nil { return runtimeRaidOwnerConfig{}, err } return runtimeRaidOwnerConfig{Mode: runtimeRaidOwnerLuke, Raid: config.Raid, Luke: config}, nil case dnfenum.FiendWarRaidChannelType: config, err := s.runtimeRaidFiendWarConfig() if err != nil { return runtimeRaidOwnerConfig{}, err } if config.Battle == nil { return runtimeRaidOwnerConfig{}, errRuntimeRaidLifecycleState } // Battle.Raid 是 parseFiendWarBattle 合成的 *AntonConfig(PhaseMax=1), // 所以 Raid 字段对超时空也非 nil —— 报名/名额/入场费走与安徒恩相同的骨架。 return runtimeRaidOwnerConfig{Mode: runtimeRaidOwnerFiendWar, Raid: config.Battle.Raid, FiendWar: config}, nil default: return runtimeRaidOwnerConfig{}, errRuntimeRaidLifecycleState } } // Current PVF exposes the two native Luke single route symbols (2=light, // 6=dark). The historical live schedule used Tuesday for light and Saturday // for dark; the all-days local profile follows the official first-server split. func runtimeRaidLukeSingleTypeForTime(at time.Time) byte { switch at.In(runtimeRaidChinaCalendar).Weekday() { case time.Monday, time.Tuesday, time.Wednesday: return runtimeRaidLukeLightRoute default: return runtimeRaidLukeDarkRoute } } func runtimeRaidBaseConfig(state runtimeRaidState) *raid.AntonConfig { if state.RaidMode == runtimeRaidOwnerLuke && state.LukeConfig != nil { return state.LukeConfig.Raid } // 超时空的 "base" 是 parseFiendWarBattle 合成的那个 *AntonConfig。它同时是 // lifecycle 的 config 和 runtimeRaidBaseConfig 的返回值,所以路径/阶段/名额 // 相关的每一处都不需要知道超时空的存在。Battle 为 nil 时退回 AntonConfig, // 让调用方拿到 nil 而不是 panic。 if state.RaidMode == runtimeRaidOwnerFiendWar && state.FiendWarConfig != nil && state.FiendWarConfig.Battle != nil { return state.FiendWarConfig.Battle.Raid } return state.AntonConfig }