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
301 lines
11 KiB
Go
301 lines
11 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"math"
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"strconv"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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dnfquest "longheng.io/server/internal/modules/dnf/quest"
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)
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const (
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currentSetQuestTriggerRequestBodySize = dnfquest.CurrentSetTriggerRequestBodySize
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currentSetQuestTriggerMaskedRequestBodySize = dnfquest.CurrentMaskedSetTriggerRequestBodySize
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)
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func currentSetQuestTriggerRequestBodyValid(body []byte) bool {
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if len(body) != currentSetQuestTriggerRequestBodySize && len(body) != currentSetQuestTriggerMaskedRequestBodySize {
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return false
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}
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return binary.LittleEndian.Uint16(body[:2]) == uint16(dnfenum.CmdPacketSetQuestTrigger)
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}
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// currentSetQuestTriggerReplayKey is deliberately scoped to one game TCP
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// session. It avoids repeatedly loading and publishing an active quest whose
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// persisted trigger has already reached the exact requested state.
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type currentSetQuestTriggerReplayKey struct {
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characterID uint16
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questID uint16
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triggerType byte
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argument byte
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}
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func newCurrentSetQuestTriggerReplayKey(characterID uint16, request dnfquest.SetTriggerRequest) currentSetQuestTriggerReplayKey {
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return currentSetQuestTriggerReplayKey{
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characterID: characterID,
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questID: request.QuestID,
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triggerType: request.TriggerType,
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argument: request.TriggerArgument,
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}
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}
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func (session *gameSession) currentSetQuestTriggerReplaySuppressed(key currentSetQuestTriggerReplayKey) bool {
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if session == nil {
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return false
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}
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session.questReplay.triggerMu.Lock()
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defer session.questReplay.triggerMu.Unlock()
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_, ok := session.questReplay.triggerNoop[key]
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return ok
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}
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func (session *gameSession) suppressCurrentSetQuestTriggerReplay(key currentSetQuestTriggerReplayKey) {
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if session == nil {
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return
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}
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session.questReplay.triggerMu.Lock()
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defer session.questReplay.triggerMu.Unlock()
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if session.questReplay.triggerNoop == nil {
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session.questReplay.triggerNoop = make(map[currentSetQuestTriggerReplayKey]struct{}, 1)
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}
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session.questReplay.triggerNoop[key] = struct{}{}
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}
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// clearCurrentSetQuestTriggerReplayForQuest advances the session-local replay
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// gate when op31 has durably activated a new generation of the same quest ID.
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// Without this invalidation a repeatable quest can inherit the previous
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// generation's terminal op33 key and silently lose its first valid trigger.
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func (session *gameSession) clearCurrentSetQuestTriggerReplayForQuest(characterID, questID uint16) {
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if session == nil {
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return
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}
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session.questReplay.triggerMu.Lock()
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defer session.questReplay.triggerMu.Unlock()
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for key := range session.questReplay.triggerNoop {
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if key.characterID == characterID && key.questID == questID {
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delete(session.questReplay.triggerNoop, key)
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}
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}
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}
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func (s *Service) sendCurrentSetQuestTriggerSuccess(
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session *gameSession,
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request dnfquest.SetTriggerRequest,
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result dnfquest.PlanResult,
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bodySource string,
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) error {
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var payload packetWriter
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payload.writeUint16(request.QuestID)
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payload.writeUint32(uint32(result.ProgressValue))
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s.logGameEvent(session, "game-upper-set-quest-trigger-success-send",
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"quest_id", request.QuestID,
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"trigger_type", request.TriggerType,
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"increment", request.IsIncrement,
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"trigger_value", result.ProgressValue,
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"status", result.Status,
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"msg_id", uint16(dnfenum.CmdPacketSetQuestTrigger),
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"classification", dnfproto.DefaultChannelClassification,
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"plain_body_len", 7,
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"body_source", bodySource)
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return s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketSetQuestTrigger), payload.bytes())
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}
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// handleCurrentSetQuestTrigger closes the current NPC/dialogue quest step.
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// The client owns which active quest and trigger channel an NPC interaction
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// selects; the server owns the durable update and exact ACK. Nonterminal
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// updates may publish the active-quest snapshot; terminal zero must not.
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// Same-session no-op replays are intentionally silent because ACKing each
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// replay and resending op574 creates a client/server feedback loop.
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func (s *Service) handleCurrentSetQuestTrigger(session *gameSession, body []byte) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if !currentSetQuestTriggerRequestBodyValid(body) {
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s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
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"body_len", len(body),
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"reason", "current_exe_op33_requires_scalar6_or_masked7_body")
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return nil
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}
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request, err := dnfquest.DecodeSetTriggerRequest(body)
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if err != nil {
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s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
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"body_len", len(body),
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"reason", "request_decode_failed",
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"error", err)
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return nil
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}
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replayKey := newCurrentSetQuestTriggerReplayKey(session.selectedCharacterID, request)
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if session.currentSetQuestTriggerReplaySuppressed(replayKey) {
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return nil
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}
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if currentSessionDungeonIsPractice(session) {
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Quest == nil {
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return nil
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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record, found, loadErr := repositories.Quest.Load(ctx, strconv.FormatUint(uint64(session.selectedCharacterID), 10))
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cancel()
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if loadErr != nil || !found {
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return nil
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}
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state, exists := record.States[int64(request.QuestID)]
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if !exists {
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state, exists = record.Progress[int64(request.QuestID)]
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}
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if !exists {
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketSetQuestTrigger), 22)
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}
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result := dnfquest.PlanResult{
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QuestID: int64(request.QuestID), Known: true, StateChanged: false,
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Status: state.Status, TriggerType: state.TriggerType, ProgressValue: state.ProgressValue,
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RewardSelectIndex: state.RewardSelectIndex, Multiplier: state.Multiplier,
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}
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if err := s.sendCurrentSetQuestTriggerSuccess(session, request, result, "current_exe_op33_practice_authoritative_snapshot"); err != nil {
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return err
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}
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session.suppressCurrentSetQuestTriggerReplay(replayKey)
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return nil
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Character == nil || repositories.Quest == nil {
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s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
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"quest_id", request.QuestID,
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"reason", "character_or_quest_repository_unavailable")
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return nil
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}
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owner, err := dnfquest.NewOwner(repositories)
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if err != nil {
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return err
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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catalog, catalogErr := s.loadQuestCatalog(ctx)
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if catalogErr != nil {
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s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
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"quest_id", request.QuestID,
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"reason", "quest_catalog_unavailable",
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"error", catalogErr)
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return nil
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}
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if request.TriggerType == 0 && !request.IsIncrement {
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linked, linkedErr := s.applyCurrentTownLinkedProgress(ctx, session, owner, catalog, request)
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if linkedErr != nil {
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s.logGameEvent(session, "game-upper-set-quest-trigger-linked-progress-blocked",
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"quest_id", request.QuestID,
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"reason", "atomic_linked_progress_failed",
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"error", linkedErr)
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return nil
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}
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if linked.Applied {
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progress := linked.ParentProgress
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if linked.ParentQuestID != int64(request.QuestID) {
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progress = 0
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}
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result := dnfquest.PlanResult{
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QuestID: int64(request.QuestID), Known: true, StateChanged: true,
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Status: "active", TriggerType: request.TriggerType, ProgressValue: progress,
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}
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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_parent_after_atomic_linked_objective_archive",
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); err != nil {
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return err
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}
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if err := s.sendCurrentLinkedObjectiveSnapshots(
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session,
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linked.PostCommitQuest,
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"current_exe_op33_linked_objective_after_atomic_archive",
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); err != nil {
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return err
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}
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s.logGameEvent(session, "game-upper-set-quest-trigger-linked-progress-committed",
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"quest_id", request.QuestID,
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"parent_quest_id", linked.ParentQuestID,
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"parent_progress", linked.ParentProgress,
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"completed_quest_ids", linked.CompletedQuestIDs,
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"packet_order", "op33_op574_op356")
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if progress == 0 {
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session.suppressCurrentSetQuestTriggerReplay(replayKey)
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}
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return nil
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}
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}
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result, err := owner.ApplySetTriggerWithCatalog(ctx, catalog, dnfquest.NewTriggerCommand(alignedcmd.Request{
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AccountID: s.accountIDForSession(session),
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SelectedCharacterID: session.selectedCharacterID,
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}, request))
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if err != nil {
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s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
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"quest_id", request.QuestID,
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"trigger_type", request.TriggerType,
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"increment", request.IsIncrement,
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"reason", "quest_trigger_persist_failed",
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"error", err)
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return nil
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}
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if !result.Known || result.ProgressValue < 0 || result.ProgressValue > math.MaxUint32 {
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s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
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"quest_id", request.QuestID,
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"known", result.Known,
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"status", result.Status,
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"progress", result.ProgressValue,
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"reason", "quest_trigger_result_not_acknowledgeable")
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketSetQuestTrigger), 22)
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}
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if !result.StateChanged {
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// Clear-map persistence can reach terminal zero before the current EXE
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// emits its first op33. Acknowledge that first request once so the
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// dungeon result handler can cross its transition boundary, without
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// publishing another op574 snapshot.
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if result.ProgressValue == 0 && result.Status == "active" {
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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_success_after_pre_persisted_active_zero",
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); err != nil {
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return err
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}
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session.suppressCurrentSetQuestTriggerReplay(replayKey)
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return nil
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}
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if result.ProgressValue == 0 {
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session.suppressCurrentSetQuestTriggerReplay(replayKey)
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}
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s.logGameEvent(session, "game-upper-set-quest-trigger-noop-suppressed",
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"quest_id", request.QuestID,
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"trigger_type", request.TriggerType,
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"increment", request.IsIncrement,
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"trigger_value", result.ProgressValue,
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"status", result.Status,
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"reason", "persisted_trigger_state_unchanged_no_ack_or_op574")
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return nil
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}
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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_success_quest_and_trigger_after_durable_state_change",
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); err != nil {
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return err
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}
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// The current client enters its completion transition after an op33 zero.
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// Rebuilding the active list at this boundary feeds the same trigger back
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// into the client before that transition closes.
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if result.ProgressValue == 0 {
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session.suppressCurrentSetQuestTriggerReplay(replayKey)
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return nil
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}
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if err := s.sendCurrentActiveQuestSnapshotForSession(session, "current_exe_op33_after_nonterminal_durable_state_change_ack"); err != nil {
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return err
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}
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return nil
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}
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