package dnfbridge import ( "context" "strconv" dnfonlineevent "longheng.io/server/internal/modules/dnf/onlineevent" ) // handleCurrentSpendTimeClaim 处理「累计在线得好礼」(event 2347) 的「领取」请求, // 对应客户端指令 CmdPacketOntimeEventRequestReward(285)。 // // 为什么需要它:本树此前没有注册 285,客户端点「领取」发出的包被当成"未处理指令" // 静默丢弃且不回包,界面上表现为"点击没有反应"。同时服务端只在活动 tick 里自动 // 结算,所以奖励其实会到账,只是按钮没有任何反馈、界面状态也不刷新。 // // 本 handler 复用与自动结算完全相同的领取实现 claimCurrentSpendTimeUnlockedStages // (它是幂等的:已领取的阶段会被跳过),因此: // - 已达标的阶段立刻补齐并入账; // - 物品回执走 op14,与自动发放同一条路径; // - 进度走 op1206,客户端据此刷新阶段/计数显示。 // // 请求体格式未被确证,因此**不依赖**它的内容:一律尝试领取所有已达标未领取的阶段。 // 这样无论客户端传阶段号、传 0、还是传空体,点击都能得到正确结果。 func (s *Service) handleCurrentSpendTimeClaim(session *gameSession, _ []byte) error { if s == nil || session == nil || session.selectedCharacterID == 0 { return nil } if session.spendTime.catalog == nil { // 活动目录尚未建立(例如刚登录、描述符还没装)。这不是错误: // 首次初始化的自动结算随后会补发。 s.logGameEvent(session, "game-ontime-event-reward-deferred", "char_id", session.selectedCharacterID, "reason", "spend_time_catalog_not_ready") return nil } ctx, cancel := context.WithTimeout(context.Background(), currentSpendTimeWriteTimeout) defer cancel() owner, err := s.currentSpendTimeOwner() if err != nil { s.logGameEvent(session, "game-ontime-event-reward-rejected", "char_id", session.selectedCharacterID, "reason", "owner_unavailable", "error", err) return nil } accountID := s.accountIDForSession(session) characterIDText := strconv.Itoa(int(session.selectedCharacterID)) now := s.gameplayNow() session.spendTime.mu.Lock() defer session.spendTime.mu.Unlock() catalog := session.spendTime.catalog snapshot, err := owner.Status(ctx, dnfonlineevent.StatusCommand{ AccountID: accountID, CharacterID: characterIDText, Definition: catalog.definition, ObservedAt: now, }) if err != nil { s.logGameEvent(session, "game-ontime-event-reward-rejected", "char_id", session.selectedCharacterID, "reason", "status_failed", "error", err) return nil } snapshot, items, claimErr := s.claimCurrentSpendTimeUnlockedStages( ctx, owner, accountID, characterIDText, catalog, snapshot, now) if claimErr != nil { s.logGameEvent(session, "game-ontime-event-reward-deferred", "char_id", session.selectedCharacterID, "online_seconds", snapshot.OnlineSeconds, "error", claimErr) } else { session.spendTime.onlineSeconds = snapshot.OnlineSeconds session.spendTime.completedStages = currentSpendTimeClaimedStages(catalog.definition, snapshot) } // 物品回执:与自动发放走同一条 op14 路径。 if err := s.sendCurrentSpendTimeRewardItemUpdates(session, items, "ontime_event_claim_request"); err != nil { s.logGameEvent(session, "game-ontime-event-reward-item-update-failed", "char_id", session.selectedCharacterID, "error", err) } // 进度刷新:客户端据此更新阶段/计数与可领取状态。 if body, buildErr := buildCurrentSpendTimeProgressBody( session.spendTime.onlineSeconds, session.spendTime.completedStages); buildErr != nil { s.logGameEvent(session, "game-ontime-event-reward-progress-build-failed", "char_id", session.selectedCharacterID, "error", buildErr) } else if sendErr := s.sendGameUpperRawClass( session, currentSpendTimeProgressMsgID, body, 0); sendErr != nil { s.logGameEvent(session, "game-ontime-event-reward-progress-send-failed", "char_id", session.selectedCharacterID, "error", sendErr) } s.logGameEvent(session, "game-ontime-event-reward-answered", "char_id", session.selectedCharacterID, "online_seconds", session.spendTime.onlineSeconds, "completed_stages", session.spendTime.completedStages, "granted_items", len(items)) return nil }