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
367 lines
14 KiB
Go
367 lines
14 KiB
Go
package dnfbridge
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import (
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"bytes"
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"context"
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"encoding/hex"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfquest "longheng.io/server/internal/modules/dnf/quest"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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const (
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// Opcode 31 is direction-dependent. In this server-to-client dungeon
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// context the current EXE registers it as the settlement entry;
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// the generated command enum names the client-to-server opcode 31 as
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// ACCEPT_QUEST and must not be used to describe this notification.
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currentDungeonSettlementEntryMsgID = uint16(31)
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currentDungeonPlayResultBaseSize = 42
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currentDungeonPlayResultOptionalBaseSize = 46
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currentDungeonPlayResultDynamicRowSize = 7
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currentDungeonPlayResultMaximumDynamicRows = 8
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)
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// sendCurrentDungeonSettlementEntryLocked advances only the current-EXE
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// handshake that is proven by the op31 reader/writer pair. 86JP's
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// BuildEnableClearDungeon writes one zero byte; sending an empty body leaves
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// the current client in a cleared-but-not-result-ready state and it never
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// constructs op46.
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func (s *Service) sendCurrentDungeonSettlementEntryLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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source string,
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) error {
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if session == nil || runtime == nil || runtime.Session == nil || session.dungeon.runtime != runtime {
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return nil
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}
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if !dungeonRuntimeOwnsCharacter(runtime, session.selectedCharacterID) {
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s.logGameEvent(session, "game-dungeon-settlement-entry-blocked",
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"char_id", session.selectedCharacterID,
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"runtime_char_id", runtime.Character.CharacterID,
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"source", source,
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"reason", "active_dungeon_runtime_character_owner_mismatch")
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return nil
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}
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snapshot := runtime.Session.Snapshot()
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if !currentDungeonSettlementCompletionReady(runtime, snapshot.Run.Status) {
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s.logGameEvent(session, "game-dungeon-settlement-entry-blocked",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"boss_die_check_accepted", runtime.bossDieCheckAccepted,
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"tutorial_final_room_clear_accepted", runtime.tutorialFinalRoomClearAccepted,
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"completion_persisted", runtime.tutorialCompletionPersisted,
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"op115_sent", runtime.bossDieCheckResponseSent,
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"run_status", snapshot.Run.Status,
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"source", source,
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"reason", "validated_completion_stages_incomplete")
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return nil
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}
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// Keep the death fact, silence the watchdog. Cancelling the whole death
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// state here is what made a "trade lives with the boss" clear refuse the
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// revive coin while the prompt was still on the client's screen (live
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// 2026-09-23 23:29); the settlement only ever needed the town return to stay
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// quiet while the card flow runs.
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s.suspendCurrentDungeonDeathReturnForSettlementLocked(session, runtime, "normal_settlement_entry")
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s.cancelCurrentForgottenLandTimerLocked(session, runtime, "normal_settlement_entry")
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if runtime.settlementEntrySent {
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// Phase A has already made a clear-map quest active at trigger zero with
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// its reward still pending. The current client normally sends op33 a
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// little later; retry only an unsent server ACK so a failed socket write
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// cannot leave a completed task waiting for that round trip.
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if err := s.sendCurrentDungeonClearMapQuestTriggerAcksLocked(
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session,
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runtime,
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"current_exe_bodyless_op31_replay",
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); err != nil {
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return err
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}
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s.logGameEvent(session, "game-dungeon-settlement-entry-replay",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"msg_id", currentDungeonSettlementEntryMsgID,
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"source", source,
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"reason", "bodyless_op31_already_sent")
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return nil
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}
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// Freeze the tutorial-compatible result timestamp before the first op31
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// write. Ordinary completions own clearMapCompletionAt from Phase A; a
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// tutorial may not have that row and therefore uses this stable boundary.
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// Keeping it across a failed write makes the later op46 result plan replay
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// deterministic rather than measuring socket retry time.
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if runtime.settlementEntryAt.IsZero() {
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runtime.settlementEntryAt = s.gameplayNow()
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}
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s.logGameEvent(session, "game-dungeon-settlement-entry-op31-send",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", snapshot.Run.Current.String(),
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"msg_id", currentDungeonSettlementEntryMsgID,
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"classification", 0,
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"body_len", 1,
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"source", source,
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"body_source", "current_exe_enable_clear_dungeon_byte0",
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"next_stage", "auto_ack_pending_clear_map_op33_then_await_current_exe_c2s_op46_without_reward_mutation")
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if err := s.sendGameUpperRawClass(session, currentDungeonSettlementEntryMsgID, []byte{0}, 0); err != nil {
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return err
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}
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runtime.settlementEntrySent = true
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runtime.advanceSettlementPhase(currentDungeonSettlementPhaseClearEnabled)
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return s.sendCurrentDungeonClearMapQuestTriggerAcksLocked(
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session,
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runtime,
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"current_exe_bodyless_op31_after_send",
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)
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}
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// sendCurrentDungeonClearMapQuestTriggerAcksLocked publishes only the exact
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// op33 success acknowledgement for Phase-A rows already persisted as active,
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// trigger-zero and reward-pending. Reward selection remains client-driven by
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// op46; this removes the old 1-3 second completion delay without granting or
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// mutating any reward early.
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//
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// The caller holds session.dungeon.mu. A replay key is recorded only after a
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// successful socket write, so settlement-entry retries repair only the ACKs
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// that were not actually delivered.
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func (s *Service) sendCurrentDungeonClearMapQuestTriggerAcksLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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source string,
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) error {
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if session == nil || runtime == nil || !runtime.clearMapCompletionPhaseAPersisted {
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return nil
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}
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for _, questID := range runtime.clearMapCompletionPendingQuestIDs {
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if questID <= 0 || questID > 0xffff {
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s.logGameEvent(session, "game-dungeon-clear-map-op33-auto-ack-skipped",
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"quest_id", questID,
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"source", source,
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"reason", "quest_id_out_of_current_wire_range")
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continue
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}
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request := dnfquest.SetTriggerRequest{
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QuestID: uint16(questID),
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TriggerType: 0,
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IsIncrement: false,
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}
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key := newCurrentSetQuestTriggerReplayKey(session.selectedCharacterID, request)
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if session.currentSetQuestTriggerReplaySuppressed(key) {
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continue
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}
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result := dnfquest.PlanResult{
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QuestID: questID,
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Known: true,
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Status: "active",
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TriggerType: request.TriggerType,
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ProgressValue: 0,
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}
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s.logGameEvent(session, "game-dungeon-clear-map-op33-auto-ack-send",
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"quest_id", questID,
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"dungeon_id", runtime.Dungeon.ID,
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"completion_key", runtime.clearMapCompletionKey,
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"source", source,
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"reward_granted", false,
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"body_source", "phase_a_persisted_active_zero_before_client_op33")
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if err := s.sendCurrentSetQuestTriggerSuccess(
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session,
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request,
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result,
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"current_exe_op33_auto_ack_clear_map_phase_a",
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); err != nil {
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return err
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}
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session.suppressCurrentSetQuestTriggerReplay(key)
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}
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return nil
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}
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func (s *Service) handleDungeonSetPlayResult(session *gameSession, body []byte) error {
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dynamicRows, optionalField, valid := currentDungeonPlayResultShape(body)
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if !valid {
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s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
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"body_len", len(body),
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"reason", "current_exe_op46_writer_boundary_mismatch")
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return nil
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}
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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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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runtime := session.dungeon.runtime
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if runtime == nil || runtime.Session == nil {
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s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
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"body_len", len(body),
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"dynamic_rows", dynamicRows,
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"optional_u32", optionalField,
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"reason", "active_dungeon_runtime_missing")
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return nil
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}
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if !dungeonRuntimeOwnsCharacter(runtime, session.selectedCharacterID) {
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s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
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"char_id", session.selectedCharacterID,
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"runtime_char_id", runtime.Character.CharacterID,
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"body_len", len(body),
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"reason", "active_dungeon_runtime_character_owner_mismatch")
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return nil
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}
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snapshot := runtime.Session.Snapshot()
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if !runtime.settlementEntrySent ||
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runtime.settlementPhase < currentDungeonSettlementPhaseClearEnabled ||
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!currentDungeonSettlementCompletionReady(runtime, snapshot.Run.Status) {
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s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"body_len", len(body),
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"settlement_entry_sent", runtime.settlementEntrySent,
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"settlement_phase", runtime.settlementPhase.String(),
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"boss_die_check_accepted", runtime.bossDieCheckAccepted,
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"tutorial_final_room_clear_accepted", runtime.tutorialFinalRoomClearAccepted,
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"completion_persisted", runtime.tutorialCompletionPersisted,
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"op115_sent", runtime.bossDieCheckResponseSent,
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"run_status", snapshot.Run.Status,
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"reason", "settlement_handshake_not_ready")
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return nil
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}
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if runtime.settlementPlayResultReceived {
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if bytes.Equal(runtime.settlementPlayResultBody, body) {
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s.logGameEvent(session, "game-dungeon-set-play-result-replay",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"body_len", len(body),
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"dynamic_rows", dynamicRows,
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"optional_u32", optionalField,
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"reason", "exact_op46_already_captured_resume_frozen_result_plan")
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if currentDungeonRuntimeIsPractice(runtime) {
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if err := s.produceCurrentPracticeDungeonSettlementPlanLocked(session, runtime); err != nil {
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s.logGameEvent(session, "game-dungeon-practice-settlement-plan-blocked",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"source", "exact_op46_practice_replay",
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"error", err)
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return nil
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}
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return s.sendCurrentPracticeDungeonSettlementResultsLocked(session, runtime, "exact_op46_practice_replay")
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}
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if runtime.settlementResultPlan == nil {
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settlementContext, cancelSettlement := currentDungeonSettlementContext(session)
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if err := s.produceCurrentDungeonSettlementPlanLocked(
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settlementContext, session, runtime,
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); err != nil {
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cancelSettlement()
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s.logGameEvent(session, "game-dungeon-settlement-plan-blocked",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"completion_key", runtime.clearMapCompletionKey,
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"source", "exact_op46_replay",
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"error", err)
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return nil
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}
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cancelSettlement()
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}
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return s.sendCurrentDungeonSettlementResultsLocked(
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session,
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runtime,
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"exact_op46_replay",
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)
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}
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s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"body_len", len(body),
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"accepted_body_len", len(runtime.settlementPlayResultBody),
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"reason", "conflicting_op46_after_settlement_owner_bound")
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return nil
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}
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runtime.settlementPlayResultReceived = true
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runtime.settlementPlayResultBody = append([]byte(nil), body...)
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runtime.settlementPlayResultDynamicRows = uint8(dynamicRows)
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runtime.settlementPlayResultOptionalField = optionalField
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s.logGameEvent(session, "game-dungeon-set-play-result-captured",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"maze_index", runtime.MazeIndex,
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"room", snapshot.Run.Current.String(),
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"request_msg_id", uint16(dnfenum.CmdPacketSetPlayResult),
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"body_len", len(body),
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"dynamic_rows", dynamicRows,
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"optional_u32", optionalField,
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"body_hex", hex.EncodeToString(body),
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"reward_assets", "already_committed_or_send_blocked",
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"next_stage", "send_frozen_current_op34_op37_op35_plan")
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if currentDungeonRuntimeIsPractice(runtime) {
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if err := s.produceCurrentPracticeDungeonSettlementPlanLocked(session, runtime); err != nil {
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s.logGameEvent(session, "game-dungeon-practice-settlement-plan-blocked",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"source", "first_op46_practice_capture",
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"error", err)
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return nil
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}
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return s.sendCurrentPracticeDungeonSettlementResultsLocked(session, runtime, "first_op46_practice_capture")
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}
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settlementContext, cancelSettlement := currentDungeonSettlementContext(session)
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if err := s.produceCurrentDungeonSettlementPlanLocked(
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settlementContext, session, runtime,
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); err != nil {
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cancelSettlement()
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s.logGameEvent(session, "game-dungeon-settlement-plan-blocked",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"completion_key", runtime.clearMapCompletionKey,
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"source", "first_op46_capture",
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"error", err)
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return nil
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}
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cancelSettlement()
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return s.sendCurrentDungeonSettlementResultsLocked(
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session,
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runtime,
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"first_op46_capture",
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)
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}
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func currentDungeonSettlementContext(session *gameSession) (context.Context, context.CancelFunc) {
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baseContext := context.Background()
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if session != nil && session.ctx != nil {
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baseContext = session.ctx
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}
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return context.WithTimeout(baseContext, createWriteTimeout)
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}
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func currentDungeonSettlementCompletionReady(runtime *runtimeDungeonState, status worldmap.DungeonRunStatus) bool {
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if runtime == nil || status != worldmap.DungeonRunCompleted {
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return false
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}
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if runtime.tournament != nil {
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return runtime.tournament.RewardSelectionComplete()
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}
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if !runtime.tutorialCompletionPersisted {
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return false
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}
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if runtime.tutorialFinalRoomClearAccepted {
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return true
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}
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if runtime.ordinaryFinalRoomClearAccepted {
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return runtime.bossDieCheckAccepted
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}
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return runtime.bossDieCheckAccepted && runtime.bossDieCheckResponseSent
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}
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func currentDungeonPlayResultShape(body []byte) (dynamicRows int, optionalField bool, valid bool) {
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for rows := 0; rows <= currentDungeonPlayResultMaximumDynamicRows; rows++ {
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if len(body) == currentDungeonPlayResultBaseSize+rows*currentDungeonPlayResultDynamicRowSize {
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return rows, false, true
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}
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if len(body) == currentDungeonPlayResultOptionalBaseSize+rows*currentDungeonPlayResultDynamicRowSize {
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return rows, true, true
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}
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}
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return 0, false, false
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}
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