服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
304 lines
9.9 KiB
Go
304 lines
9.9 KiB
Go
package dnfbridge
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import (
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"context"
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"errors"
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"fmt"
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"strconv"
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"time"
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"longheng.io/server/internal/modules/dnf/crystalcontract"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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// Crystal Contract is a client-applied weapon attribute whose consumable cost
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// belongs to the active dungeon lifecycle. Current NoPack sends op535 only
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// when the selection changes and never sends a periodic cube-use command.
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const currentCrystalContractConsumeInterval = 30 * time.Second
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func (s *Service) armCurrentCrystalContractTimer(
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session *gameSession,
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runtime *runtimeDungeonState,
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) error {
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if s == nil || session == nil || runtime == nil || currentDungeonRuntimeIsPractice(runtime) {
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return nil
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}
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owner, err := s.currentCrystalContractOwner()
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if err != nil {
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return fmt.Errorf("build crystal contract dungeon owner: %w", err)
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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state, err := owner.State(
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ctx,
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s.accountIDForSession(session),
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strconv.Itoa(int(session.selectedCharacterID)),
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s.gameplayNow().UTC(),
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)
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cancel()
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if err != nil {
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return fmt.Errorf("load crystal contract dungeon state: %w", err)
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}
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if !state.Active || state.Selection == crystalcontract.SelectionNone || state.CubeItemID <= 0 {
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return nil
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}
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queue := s.ensureGameplayTimeQueue()
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if queue == nil {
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return errGameplayTimeQueueUnavailable
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}
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session.dungeon.mu.Lock()
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defer session.dungeon.mu.Unlock()
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return s.scheduleCurrentCrystalContractTimerLocked(session, runtime, queue)
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}
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func (s *Service) scheduleCurrentCrystalContractTimerLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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queue gameplayTimeQueue,
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) error {
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if session == nil || runtime == nil || queue == nil ||
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session.dungeon.runtime != runtime || runtime.lifecycleToken == 0 ||
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runtime.lifecycleState != currentDungeonRuntimeActive || runtime.Session == nil ||
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runtime.Session.Snapshot().Run.Status != worldmap.DungeonRunActive ||
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currentDungeonRuntimeIsPractice(runtime) {
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return nil
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}
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if runtime.crystalContractTimerActive {
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return nil
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}
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runtime.crystalContractTimerGeneration = nextCurrentCrystalContractTimerGeneration(
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runtime.crystalContractTimerGeneration,
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)
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generation := runtime.crystalContractTimerGeneration
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timerName := fmt.Sprintf(
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"dnf-crystal-contract:%s:run:%d:tick:%d",
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session.connID,
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runtime.lifecycleToken,
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generation,
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)
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runtime.crystalContractTimerActive = true
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runtime.crystalContractTimerName = timerName
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runtime.crystalContractTimerDueAt = queue.Now().Add(currentCrystalContractConsumeInterval)
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characterID, characterGeneration, err := gameSessionCharacterEventIdentity(
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session,
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session.selectedCharacterID,
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)
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if err != nil {
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s.cancelCurrentCrystalContractTimerLocked(session, runtime, "timer_character_identity_changed")
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return err
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}
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dungeonID := runtime.Dungeon.ID
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runToken := runtime.lifecycleToken
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if err := queue.ScheduleAfter(timerName, currentCrystalContractConsumeInterval, func(due time.Time) {
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postErr := s.postGameSessionCharacterEvent(
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session,
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"crystal-contract-timequeue",
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characterID,
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characterGeneration,
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func() error {
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s.fireCurrentCrystalContractTimer(session, runtime, generation, due)
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return nil
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},
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)
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if postErr != nil && !isClosedGameSessionEventError(postErr) {
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s.logPacketEvent("game-session-event-submit-failed",
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"conn_id", session.connID,
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"source", "crystal-contract-timequeue",
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"char_id", characterID,
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"character_generation", characterGeneration,
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"dungeon_id", dungeonID,
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"run_token", runToken,
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"error", postErr)
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}
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}); err != nil {
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s.cancelCurrentCrystalContractTimerLocked(session, runtime, "timer_schedule_failed")
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return err
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}
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s.logGameEvent(session, "game-crystal-contract-timer-scheduled",
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"char_id", characterID,
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"dungeon_id", dungeonID,
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"run_token", runToken,
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"timer_generation", generation,
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"timer_name", timerName,
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"due_at_utc", runtime.crystalContractTimerDueAt.UTC().Format(time.RFC3339Nano),
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"interval_seconds", int64(currentCrystalContractConsumeInterval/time.Second),
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"source", "current_exe_no_periodic_c2s_server_owned_dungeon_tick")
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return nil
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}
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func (s *Service) fireCurrentCrystalContractTimer(
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session *gameSession,
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runtime *runtimeDungeonState,
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generation uint64,
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due time.Time,
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) {
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if s == nil || session == nil || runtime == nil {
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return
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}
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session.dungeon.mu.Lock()
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if session.dungeon.runtime != runtime || !runtime.crystalContractTimerActive ||
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runtime.crystalContractTimerGeneration != generation || runtime.lifecycleToken == 0 ||
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runtime.lifecycleState != currentDungeonRuntimeActive || runtime.Session == nil ||
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runtime.Session.Snapshot().Run.Status != worldmap.DungeonRunActive {
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session.dungeon.mu.Unlock()
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return
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}
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runtime.crystalContractTimerActive = false
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runtime.crystalContractTimerName = ""
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runtime.crystalContractTimerDueAt = time.Time{}
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runToken := runtime.lifecycleToken
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dungeonID := runtime.Dungeon.ID
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session.dungeon.mu.Unlock()
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owner, err := s.currentCrystalContractOwner()
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if err == nil {
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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result, consumeErr := owner.ConsumeSelected(
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ctx,
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s.accountIDForSession(session),
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strconv.Itoa(int(session.selectedCharacterID)),
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due.UTC(),
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)
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cancel()
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err = consumeErr
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if err == nil {
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s.logGameEvent(session, "game-crystal-contract-dungeon-consume-committed",
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"char_id", session.selectedCharacterID,
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"dungeon_id", dungeonID,
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"run_token", runToken,
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"timer_generation", generation,
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"slot_index", result.SlotIndex,
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"item_id", result.ItemID,
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"consumed", result.Consumed,
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"remaining", result.Remaining,
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"selection_after", result.SelectionAfter,
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"state_source", "atomic_selected_account_crystal_warehouse_tick")
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if sendErr := s.sendCurrentCrystalContractCubeInventoryUpdate(session, result); sendErr != nil {
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s.logGameEvent(session, "game-crystal-contract-dungeon-consume-refresh-failed",
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"dungeon_id", dungeonID, "run_token", runToken, "error", sendErr)
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return
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}
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if result.SelectionAfter == crystalcontract.SelectionNone {
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if sendErr := s.sendCurrentCrystalContractState(session, "dungeon_tick_after_last_selected_cube"); sendErr != nil {
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s.logGameEvent(session, "game-crystal-contract-dungeon-state-refresh-failed",
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"dungeon_id", dungeonID, "run_token", runToken, "error", sendErr)
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}
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return
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}
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s.rearmCurrentCrystalContractTimer(session, runtime)
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return
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}
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}
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stop := errors.Is(err, crystalcontract.ErrContractInactive) ||
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errors.Is(err, crystalcontract.ErrSelectionInvalid) ||
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errors.Is(err, crystalcontract.ErrCubeUnavailable) ||
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errors.Is(err, crystalcontract.ErrCubeRequestMismatch)
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s.logGameEvent(session, "game-crystal-contract-dungeon-consume-failed",
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"char_id", session.selectedCharacterID,
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"dungeon_id", dungeonID,
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"run_token", runToken,
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"timer_generation", generation,
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"terminal_for_current_selection", stop,
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"error", err)
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if stop {
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if sendErr := s.sendCurrentCrystalContractState(session, "dungeon_tick_after_selection_became_unavailable"); sendErr != nil {
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s.logGameEvent(session, "game-crystal-contract-dungeon-state-refresh-failed",
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"dungeon_id", dungeonID, "run_token", runToken, "error", sendErr)
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}
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return
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}
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// A transient repository failure must not permanently disable an otherwise
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// active contract for the rest of this dungeon attempt.
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s.rearmCurrentCrystalContractTimer(session, runtime)
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}
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func (s *Service) rearmCurrentCrystalContractTimer(
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session *gameSession,
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runtime *runtimeDungeonState,
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) {
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queue := s.ensureGameplayTimeQueue()
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if queue == nil || session == nil || runtime == nil {
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return
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}
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session.dungeon.mu.Lock()
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err := s.scheduleCurrentCrystalContractTimerLocked(session, runtime, queue)
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session.dungeon.mu.Unlock()
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if err != nil {
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s.logGameEvent(session, "game-crystal-contract-timer-rearm-failed", "error", err)
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}
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}
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func (s *Service) sendCurrentCrystalContractCubeInventoryUpdate(
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session *gameSession,
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result crystalcontract.ConsumeResult,
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) error {
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stack := dnfrepo.ItemStack{
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ItemID: result.ItemID,
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Count: result.Remaining,
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Extra: map[string]string{"item_kind": "stackable"},
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}
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if result.Remaining <= 0 {
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stack.ItemID = 0
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stack.Count = 0
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}
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entry := currentItemListEntryFromStack(
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dnfrepo.MainInventoryListType,
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int16(result.SlotIndex),
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stack,
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)
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body := buildCurrentItemUpdateBody(
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dnfrepo.MainInventoryListType,
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[]currentItemListEntry{entry},
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)
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return s.sendGameUpperRawClass(
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session,
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uint16(dnfenum.CmdPacketWalkoutPartyMember),
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body,
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0,
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)
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}
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// cancelCurrentCrystalContractTimerLocked invalidates a dequeued callback and
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// removes the pending named task. The caller holds session.dungeon.mu.
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func (s *Service) cancelCurrentCrystalContractTimerLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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source string,
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) {
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if runtime == nil {
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return
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}
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wasActive := runtime.crystalContractTimerActive
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timerName := runtime.crystalContractTimerName
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previousGeneration := runtime.crystalContractTimerGeneration
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runtime.crystalContractTimerGeneration = nextCurrentCrystalContractTimerGeneration(previousGeneration)
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runtime.crystalContractTimerActive = false
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runtime.crystalContractTimerName = ""
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runtime.crystalContractTimerDueAt = time.Time{}
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cancelled := false
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if timerName != "" && s != nil && s.gameplayTimers != nil {
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cancelled = s.gameplayTimers.Cancel(timerName)
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}
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if wasActive || timerName != "" {
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s.logGameEvent(session, "game-crystal-contract-timer-cancelled",
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"char_id", runtime.Character.CharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"run_token", runtime.lifecycleToken,
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"previous_generation", previousGeneration,
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"current_generation", runtime.crystalContractTimerGeneration,
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"timer_name", timerName,
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"queue_item_cancelled", cancelled,
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"source", source)
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}
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}
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func nextCurrentCrystalContractTimerGeneration(current uint64) uint64 {
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next := current + 1
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if next == 0 {
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next++
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}
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return next
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}
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