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
234 lines
7.6 KiB
Go
234 lines
7.6 KiB
Go
package dnfbridge
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import (
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"encoding/binary"
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"strconv"
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dnfguild "longheng.io/server/internal/modules/dnf/guild"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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func buildCurrentGuildWarMissionsBody(catalog *dnfguild.WarMissionCatalog, state dnfguild.WarMissionState) []byte {
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var w packetWriter
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// E90600 reads daily then season, each with a u32 count and packed 9-byte
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// rows. E90D2E tests the last byte against 1 (already claimed), then compares
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// progress with the required count from PVF. Send every configured mission.
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for _, season := range []bool{false, true} {
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count := uint32(0)
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for _, m := range catalog.Missions {
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if m.Season == season {
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count++
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}
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}
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w.writeUint32(count)
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for _, m := range catalog.Missions {
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if m.Season != season {
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continue
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}
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v := state.Values[m.ID]
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w.writeUint32(m.ID)
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w.writeUint32(min(v.Progress, m.Required))
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w.writeByte(boolByte(v.Claimed))
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}
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}
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return w.bytes()
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}
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func (s *Service) currentGuildWarMissionsCatalog() (*dnfguild.WarMissionCatalog, error) {
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items, err := s.currentPVFItemCatalog()
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if err != nil {
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return nil, err
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}
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return dnfguild.LoadWarMissionsCatalog(items.source)
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}
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func (s *Service) handleCurrentGuildWarInfo(session *gameSession, body []byte) error {
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const opcode = uint16(1345)
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// u32(2) is also emitted at the native post-op24 boundary. Retain the
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// already-owned scene tail before interpreting the same packet as a query.
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if isCurrentLegacyTownSceneReadyAck(body) {
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if err := s.sendCurrentLegacyTownSceneReadyBoundary(session, "legacy_type1345_scene_ready_ack"); err != nil {
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return err
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}
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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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if ready, _ := s.currentSceneTransitionReadyForState(session); !ready {
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return nil
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}
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if len(body) != 4 || binary.LittleEndian.Uint32(body) > 3 {
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return s.sendGameUpperFailure(session, opcode, 253)
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}
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mode := binary.LittleEndian.Uint32(body)
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// The scene tail remains usable in isolated bootstrap/no-repository states.
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if repos, ok := s.repositoryGroup(); !ok || repos.Settings == nil || repos.Character == nil {
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return nil
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}
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ctx, cancel := s.currentGuildContext()
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defer cancel()
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var guild *dnfguild.Guild
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err := s.readCurrentGuild(ctx, func(repos dnfrepo.Group, r dnfguild.Registry) error {
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c, e := selectedGuildCharacter(ctx, repos, session)
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if e != nil {
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return e
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}
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if c.AccountID != s.accountIDForSession(session) {
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return dnfguild.ErrCharacterNotFound
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}
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guild, _, _ = r.GuildForCharacter(c.CharacterID)
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return nil
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})
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if err != nil {
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return s.sendGameUpperFailure(session, opcode, 253)
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}
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// Login also emits these queries without a guild. Leave their established
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// scene-tail behavior intact; no guild-war window is accessible then.
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if guild == nil {
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return nil
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}
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catalog, err := s.currentGuildWarMissionsCatalog()
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if err != nil {
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s.logGameEvent(session, "game-guild-war-missions-catalog-failed", "error", err)
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if mode == 2 {
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return nil
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}
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return s.sendGameUpperFailure(session, opcode, 253)
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}
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repos, _ := s.repositoryGroup()
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state, err := dnfguild.LoadWarMissions(ctx, repos.Settings, strconv.Itoa(int(session.selectedCharacterID)), catalog, s.gameplayNow())
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if err != nil {
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return s.sendGameUpperFailure(session, opcode, 253)
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}
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if err = s.sendGameUpperSuccess(session, opcode, nil); err != nil {
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return err
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}
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if mode != 2 {
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if err = s.writeCurrentGuildWarOverview(session, guild); err != nil {
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return err
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}
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}
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s.logGameEvent(session, "game-guild-war-info-sent", "query", mode, "guild_id", guild.ID, "missions", len(catalog.Missions))
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return s.sendGameUpperRawClass(session, 1283, buildCurrentGuildWarMissionsBody(catalog, state), 0)
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}
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func currentGuildWarMissionError(err error) byte {
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return currentGuildWarError(err)
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}
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func (s *Service) writeCurrentGuildWarMissions(session *gameSession) error {
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catalog, err := s.currentGuildWarMissionsCatalog()
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if err != nil {
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return err
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}
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repos, ok := s.repositoryGroup()
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if !ok {
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return dnfguild.ErrRepositoryUnavailable
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}
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ctx, cancel := s.currentGuildContext()
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defer cancel()
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state, err := dnfguild.LoadWarMissions(ctx, repos.Settings, strconv.Itoa(int(session.selectedCharacterID)), catalog, s.gameplayNow())
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if err != nil {
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return err
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}
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return s.sendGameUpperRawClass(session, 1283, buildCurrentGuildWarMissionsBody(catalog, state), 0)
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}
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func (s *Service) handleCurrentGuildWarMissionReward(session *gameSession, body []byte) error {
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const opcode = uint16(1346)
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if len(body) != 4 {
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return s.sendGameUpperFailure(session, opcode, 253)
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}
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if ready, _ := s.currentSceneTransitionReadyForState(session); !ready {
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return s.sendGameUpperFailure(session, opcode, 253)
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}
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id := binary.LittleEndian.Uint32(body)
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catalog, err := s.currentGuildWarMissionsCatalog()
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if err != nil {
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return s.sendGameUpperFailure(session, opcode, 253)
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}
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items, err := s.currentPVFItemCatalog()
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if err != nil {
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return s.sendGameUpperFailure(session, opcode, 253)
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}
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ctx, cancel := s.currentGuildContext()
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defer cancel()
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var state dnfguild.WarMissionState
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var updates []currentItemListEntry
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err = s.transactCurrentGuildAssets(ctx, session, func(tx dnfrepo.Group, r *dnfguild.Registry, c *dnfrepo.CharacterRecord) error {
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if _, _, found := r.GuildForCharacter(c.CharacterID); !found {
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return dnfguild.ErrNotMember
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}
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var e error
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state, e = dnfguild.LoadWarMissions(ctx, tx.Settings, c.CharacterID, catalog, s.gameplayNow())
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if e != nil {
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return e
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}
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rewards, e := state.Claim(catalog, id, s.gameplayNow())
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if e != nil {
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return e
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}
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if len(rewards) == 0 {
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return nil
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}
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if tx.Inventory == nil {
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return dnfguild.ErrRepositoryUnavailable
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}
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inventory, found, e := tx.Inventory.Load(ctx, c.CharacterID)
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if e != nil {
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return e
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}
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if !found {
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return dnfguild.ErrRepositoryUnavailable
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}
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inventory = dnfrepo.CloneInventory(inventory)
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changed := make(map[string]bool)
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for _, reward := range rewards {
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definition, e := items.ResolveItem(reward.ItemID)
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if e != nil {
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return e
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}
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if definition.Kind != dungeonDropItemStackable || definition.InventoryListType != dnfrepo.MainInventoryListType {
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return errDungeonPickupItemInvalid
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}
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slots, e := grantCurrentCeraShopProduct(&inventory, definition, reward.Count, s.currentInventoryPlacementMainSlotCount(ctx, &inventory, c.CharacterID))
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if e != nil {
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return e
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}
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for _, slot := range slots {
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changed[currentCeraShopInventorySlotKey(definition.InventoryListType, int16(slot))] = true
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}
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}
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for key := range changed {
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list, slot, valid := parseSceneInventorySlotKey(key)
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if !valid {
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return errDungeonPickupItemInvalid
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}
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stack := inventory.Slots[key]
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entry := currentItemListEntryFromStack(list, slot, stack)
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stack.RawEntry = append([]byte(nil), entry.data[:]...)
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inventory.Slots[key] = stack
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updates = append(updates, entry)
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}
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if e = tx.Inventory.Save(ctx, inventory); e != nil {
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return e
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}
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return dnfguild.SaveWarMissions(ctx, tx.Settings, c.CharacterID, state, s.gameplayNow())
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})
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if err != nil {
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s.logGameEvent(session, "game-guild-war-mission-rejected", "mission", id, "error", err)
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return s.sendGameUpperFailure(session, opcode, currentGuildWarMissionError(err))
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}
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if err = s.sendGameUpperSuccess(session, opcode, nil); err != nil {
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return err
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}
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if len(updates) > 0 {
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sortCurrentItemListEntries(updates)
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if err = s.sendGameUpperRawClass(session, 14, buildCurrentItemUpdateBody(0, updates), 0); err != nil {
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return err
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}
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}
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s.logGameEvent(session, "game-guild-war-mission-claimed", "mission", id, "updated_slots", len(updates))
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return s.sendGameUpperRawClass(session, 1283, buildCurrentGuildWarMissionsBody(catalog, state), 0)
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}
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