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
180 lines
7.8 KiB
Go
180 lines
7.8 KiB
Go
package dnfbridge
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import (
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"longheng.io/server/internal/modules/dnf/dungeoncmd"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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// currentTownActorAreaDetachPresence resolves where a character stands in town
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// for co-presence decisions: the live roster first, then the record retired by
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// the dungeon-selector page. Opening that page removes the character from
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// OnlinePlayerManager by operator instruction, so a live-only lookup is empty
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// exactly while the selector is up.
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func (s *Service) currentTownActorAreaDetachPresence(session *gameSession) (onlinePlayerInfo, bool) {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return onlinePlayerInfo{}, false
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}
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characterID := session.selectedCharacterID
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if s.onlinePlayers != nil {
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if presence, registered := s.onlinePlayers.PlayerForCharacter(characterID); registered {
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return presence, true
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}
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}
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session.townSelectorPresenceMu.Lock()
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presence := session.townSelectorRetiredPresence
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owner := session.townSelectorRetiredPresenceCharacterID
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session.townSelectorPresenceMu.Unlock()
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if owner != characterID || presence.CharacterID != characterID {
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return onlinePlayerInfo{}, false
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}
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return presence, true
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}
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// currentPartyEntryMembersShareTownArea decides party dungeon-entry co-presence.
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//
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// It cannot ask the live roster alone. Party entry is reached from the
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// dungeon-selection page, and opening that page retires town presence by
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// operator instruction, so by the time the leader confirms the dungeon every
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// member - the leader included - has usually already been removed from
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// OnlinePlayerManager. A live-only check would refuse every party entry with
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// "party member N is not present in the leader town area".
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//
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// The retired record is the authority inside that window, and it is compared on
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// the fields the manager keys areas by (areaKey{TownID, AreaID, InstanceKey})
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// plus the session channel, so a member browsing the selector in another
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// channel, another town or another area is refused.
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func (s *Service) currentPartyEntryMembersShareTownArea(leader, follower *gameSession) bool {
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coPresent, _ := s.currentPartyEntryCoPresence(leader, follower)
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return coPresent
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}
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// bindSettlementRetryMemberPresence leaves the selector-page anchor for every party
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// member that is still standing on its own completed run of this dungeon.
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//
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// The co-presence gate needs BOTH anchors (currentPartyEntryCoPresence), and a member
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// that entered this dungeon with the leader has been off the town roster since that
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// entry: without this the leader's 再次挑战 is refused with
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// member_has_no_resolvable_town_anchor before it ever reaches the member-driven
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// relaxation in prepareRuntimePartyDungeonEntry.
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//
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// Deliberately minimal, and this is the part that matters: it writes ONE session memo
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// per member and nothing else -- no run is retired, no packet is sent to the member,
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// no town/party state is mutated. The teammate's own client is driven by the leader's
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// entry request itself (86JP's PARTY_LOADING_GATE shape).
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func (s *Service) bindSettlementRetryMemberPresence(leader *gameSession, dungeonID int64, source string) int {
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if s == nil || leader == nil || leader.selectedCharacterID == 0 || dungeonID == 0 {
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return 0
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}
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bound := 0
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for _, member := range runtimePartyMembers(runtimePartyStateSnapshot(leader)) {
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if member.UserID == 0 || member.UserID == leader.selectedCharacterID {
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continue
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}
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follower, ok := s.onlineGameSession(member.UserID)
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if !ok || follower == nil {
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continue
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}
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follower.dungeon.mu.Lock()
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runtime := follower.dungeon.runtime
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origin := currentTownPositionSnapshot{}
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inside := runtime != nil && runtime.Session != nil &&
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dungeonRuntimeOwnsCharacter(runtime, member.UserID) &&
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runtime.Session.Snapshot().Run.Status == worldmap.DungeonRunCompleted &&
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runtime.Session.Snapshot().Run.DungeonID == dungeonID
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if inside {
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origin = runtime.townReturnOrigin
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}
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follower.dungeon.mu.Unlock()
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if !inside || !origin.PositionValid {
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continue
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}
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if s.bindCompletedRunSelectorPresence(follower, origin, source) {
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bound++
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}
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}
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if bound > 0 {
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s.logGameEvent(leader, "game-dungeon-retry-member-presence-bound",
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"source", source,
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"leader_char_id", leader.selectedCharacterID,
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"dungeon_id", dungeonID,
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"bound_members", bound,
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"reason", "the_leader_owns_retry_so_the_member_needs_its_town_anchor_from_it")
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}
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return bound
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}
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// settlementRetryDrivesMemberFromItsCompletedRun reports whether one party member is
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// standing on the settlement page of its own completed run of the very dungeon the
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// leader is re-entering.
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//
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// That is the only state in which the leader's 再次挑战 may drive a member whose
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// selector page is not up: the member's client cannot start the retry itself (a member
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// offers only 返回城镇), it is still inside its own finished instance, and the fan-out
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// below replaces that run for it. The match is deliberately narrow -- the same dungeon
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// id, or the member's own raid gate binding for it -- so a member that is somewhere
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// else, or in another dungeon, is still refused.
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func (s *Service) settlementRetryDrivesMemberFromItsCompletedRun(
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session *gameSession,
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characterID uint16,
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request dungeoncmd.SelectDungeonRequest,
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) bool {
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if s == nil || session == nil || characterID == 0 || request.DungeonID == 0 {
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return false
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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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!dungeonRuntimeOwnsCharacter(runtime, characterID) ||
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runtime.Session.Snapshot().Run.Status != worldmap.DungeonRunCompleted {
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return false
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}
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runDungeonID := runtime.Session.Snapshot().Run.DungeonID
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if runDungeonID == int64(request.DungeonID) {
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return true
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}
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return runtime.raidDungeon.RaidKey != 0 && runtime.raidDungeon.MapID == int(request.DungeonID)
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}
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// currentPartyEntryCoPresence is the diagnosing form of the boolean above. The
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// pair test alone cannot say WHICH side failed to resolve, and the refusal it
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// produces names the party member - so a leader (or follower) that resolves
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// nowhere reads as "party member N is not present in the leader town area" even
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// when the member is exactly where it should be. That ambiguity cost a live
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// investigation on 2026-09-19: 16 refused op16 requests, a silent client, and no
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// server-side line saying that neither the leader's roster row nor its selector
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// memo existed. The reason string and the two resolved anchors go into
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// game-party-dungeon-entry-copresence-refused.
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func (s *Service) currentPartyEntryCoPresence(leader, follower *gameSession) (bool, string) {
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if s == nil || leader == nil || follower == nil || leader == follower {
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return false, "leader_and_follower_sessions_are_not_distinct"
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}
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if leader.selectedCharacterID == 0 || follower.selectedCharacterID == 0 ||
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leader.selectedCharacterID == follower.selectedCharacterID {
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return false, "character_identity_missing_or_duplicated"
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}
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if leader.channel.ID != follower.channel.ID {
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return false, "party_members_are_in_different_channels"
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}
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leaderPresence, leaderResolved := s.currentTownActorAreaDetachPresence(leader)
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followerPresence, followerResolved := s.currentTownActorAreaDetachPresence(follower)
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switch {
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case !leaderResolved && !followerResolved:
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return false, "neither_member_has_a_resolvable_town_anchor"
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case !leaderResolved:
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return false, "leader_has_no_resolvable_town_anchor"
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case !followerResolved:
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return false, "member_has_no_resolvable_town_anchor"
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}
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if leaderPresence.TownID != followerPresence.TownID {
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return false, "party_members_are_in_different_towns"
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}
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if leaderPresence.AreaID != followerPresence.AreaID {
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return false, "party_members_are_in_different_areas"
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}
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if leaderPresence.InstanceKey != followerPresence.InstanceKey {
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return false, "party_members_are_in_different_instances"
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}
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return true, "same_town_area_and_instance"
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}
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