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
182 lines
7.7 KiB
Go
182 lines
7.7 KiB
Go
package dnfbridge
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import (
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"fmt"
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"testing"
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"time"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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"longheng.io/server/internal/modules/dnf/raid"
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)
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// The card window used to wait for EVERY eligible member's result-movie
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// confirmation, so one client stuck in the movie held the whole raid's flip. The
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// operator's report is "第二台1阶段过了2分钟左右才出来翻牌", and the same day's log
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// shows the window only ever opening through the auto-flip (raid 1507329:
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// flipped=6 in phase one, flipped=3 in phase two).
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func TestRaidMovieConfirmFallbackOpensTheCardWindowWithoutTheSlowestClient(t *testing.T) {
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service, leader, member, raidKey := newRuntimeRaidResultFlowBridgeService(t)
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queue := newPartyPublishTestQueue()
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service.gameplayTimers = queue
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now := time.Date(2026, 8, 18, 3, 0, 0, 0, time.UTC)
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if err := service.publishRuntimeRaidPhaseSettlement(
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raidKey,
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runtimeRaidDungeonPhaseOne,
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raid.RaidSettlementResult{PhaseIndex: 0},
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now,
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); err != nil {
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t.Fatalf("open phase movie: %v", err)
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}
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name := fmt.Sprintf("raid-movie-confirm-fallback:%d:%d", raidKey, runtimeRaidDungeonPhaseOne)
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if delay, armed := queue.delays[name]; !armed || delay != runtimeRaidMovieConfirmFallbackDelay {
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t.Fatalf("movie fallback armed=%t delay=%s want=%s", armed, delay, runtimeRaidMovieConfirmFallbackDelay)
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}
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if got := service.raids[raidKey].Lifecycle.Status; got != runtimeRaidLifecycleAwaitingMovie {
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t.Fatalf("status after settlement=%d want AwaitingMovie", got)
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}
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// One member confirms the movie; the other never does. Before the bounded wait
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// existed the raid stayed in AwaitingMovie for as long as that client took.
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leaderConn := leader.conn.(*bufferConn)
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memberConn := member.conn.(*bufferConn)
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if err := service.handleRuntimeRaidResultStage(leader, []byte{1}); err != nil {
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t.Fatalf("leader stage1: %v", err)
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}
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if got := service.raids[raidKey].Lifecycle.Status; got != runtimeRaidLifecycleAwaitingMovie {
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t.Fatalf("one confirmation opened the window: status=%d", got)
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}
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leaderBefore := leaderConn.write.Len()
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memberBefore := memberConn.write.Len()
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queue.fire(t, name)
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if got := service.raids[raidKey].Lifecycle.Status; got != runtimeRaidLifecycleAwaitingRewards {
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t.Fatalf("fallback status=%d want AwaitingRewards", got)
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}
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state := service.raids[raidKey]
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if !state.Lifecycle.MovieConfirmed[1002] {
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t.Fatalf("fallback left member 1002 unconfirmed: %v", state.Lifecycle.MovieConfirmed)
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}
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if state.Lifecycle.RewardOpenedAt.IsZero() {
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t.Fatal("fallback did not open the reward window")
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}
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// Every member, including the one that never confirmed, receives the countdown
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// and then the cards-open state.
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assertRuntimeRaidMovieCountdownPackets(t, leaderConn.write.Bytes()[leaderBefore:])
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assertRuntimeRaidMovieCountdownPackets(t, memberConn.write.Bytes()[memberBefore:])
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cardsName := fmt.Sprintf("raid-cards-open:%d:%d:%d", raidKey, runtimeRaidDungeonPhaseOne, state.StartAttempt)
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if _, armed := queue.callbacks[cardsName]; !armed {
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t.Fatalf("cards-open was not re-armed after the fallback: %v", queue.order)
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}
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afterCountdown := memberConn.write.Len()
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queue.fire(t, cardsName)
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assertRuntimeRaidCardsOpenedPacket(t, memberConn.write.Bytes()[afterCountdown:])
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}
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// A client that finishes its movie late must still leave the movie: the window is
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// already open, so its stage1 is answered and it joins the open card window
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// instead of waiting for an ACK the server would otherwise never send.
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func TestRaidMovieConfirmFallbackAcceptsALateStageOne(t *testing.T) {
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service, leader, member, raidKey := newRuntimeRaidResultFlowBridgeService(t)
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queue := newPartyPublishTestQueue()
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service.gameplayTimers = queue
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now := time.Date(2026, 8, 18, 3, 0, 0, 0, time.UTC)
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if err := service.publishRuntimeRaidPhaseSettlement(
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raidKey,
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runtimeRaidDungeonPhaseOne,
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raid.RaidSettlementResult{PhaseIndex: 0},
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now,
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); err != nil {
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t.Fatalf("open phase movie: %v", err)
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}
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if err := service.handleRuntimeRaidResultStage(leader, []byte{1}); err != nil {
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t.Fatalf("leader stage1: %v", err)
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}
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queue.fire(t, fmt.Sprintf("raid-movie-confirm-fallback:%d:%d", raidKey, runtimeRaidDungeonPhaseOne))
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memberConn := member.conn.(*bufferConn)
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memberConn.write.Reset()
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if err := service.handleRuntimeRaidResultStage(member, []byte{1}); err != nil {
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t.Fatalf("late member stage1: %v", err)
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}
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ack, rest := splitGameServerUpperPacket(t, memberConn.write.Bytes())
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if ack.Header.Classification != dnfproto.DefaultChannelClassification ||
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ack.Header.MsgID != raid.RaidResultStageRequestMsgID {
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t.Fatalf("late stage1 ACK class=%d msg=%#04x rest=%d",
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ack.Header.Classification, ack.Header.MsgID, len(rest))
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}
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if !service.raids[raidKey].Lifecycle.MovieConfirmed[1002] {
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t.Fatal("late stage1 was not recorded as a movie confirmation")
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}
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}
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// When every member confirms in time the bounded wait must stay a no-op: it may
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// never re-open or re-broadcast a window the members already own.
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func TestRaidMovieConfirmFallbackLeavesACompleteRosterAlone(t *testing.T) {
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service, leader, member, raidKey := newRuntimeRaidResultFlowBridgeService(t)
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queue := newPartyPublishTestQueue()
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service.gameplayTimers = queue
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now := time.Date(2026, 8, 18, 3, 0, 0, 0, time.UTC)
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if err := service.publishRuntimeRaidPhaseSettlement(
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raidKey,
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runtimeRaidDungeonPhaseOne,
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raid.RaidSettlementResult{PhaseIndex: 0},
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now,
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); err != nil {
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t.Fatalf("open phase movie: %v", err)
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}
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if err := service.handleRuntimeRaidResultStage(leader, []byte{1}); err != nil {
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t.Fatalf("leader stage1: %v", err)
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}
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if err := service.handleRuntimeRaidResultStage(member, []byte{1}); err != nil {
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t.Fatalf("member stage1: %v", err)
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}
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if got := service.raids[raidKey].Lifecycle.Status; got != runtimeRaidLifecycleAwaitingRewards {
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t.Fatalf("complete roster status=%d want AwaitingRewards", got)
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}
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openedAt := service.raids[raidKey].Lifecycle.RewardOpenedAt
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leaderConn := leader.conn.(*bufferConn)
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memberConn := member.conn.(*bufferConn)
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leaderBefore := leaderConn.write.Len()
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memberBefore := memberConn.write.Len()
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queue.fire(t, fmt.Sprintf("raid-movie-confirm-fallback:%d:%d", raidKey, runtimeRaidDungeonPhaseOne))
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if got := service.raids[raidKey].Lifecycle.RewardOpenedAt; !got.Equal(openedAt) {
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t.Fatalf("fallback moved the reward window opened_at %v -> %v", openedAt, got)
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}
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if leaderConn.write.Len() != leaderBefore || memberConn.write.Len() != memberBefore {
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t.Fatalf("fallback rewrote a settled window: leader %d->%d member %d->%d",
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leaderBefore, leaderConn.write.Len(), memberBefore, memberConn.write.Len())
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}
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}
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func TestRaidMovieConfirmFallbackRefusesAfterThePhaseMovedOn(t *testing.T) {
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service, _, _, raidKey := newRuntimeRaidResultFlowBridgeService(t)
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now := time.Date(2026, 8, 18, 3, 0, 0, 0, time.UTC)
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state := cloneRuntimeRaidState(*service.raids[raidKey])
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state.Lifecycle.Status = runtimeRaidLifecycleAwaitingMovie
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state.Lifecycle.Phase = runtimeRaidDungeonPhaseOne
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// Wrong movie epoch: a fallback armed for a previous movie must never open the
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// window for a newer one.
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if _, pending, ok := service.forceRuntimeRaidMovieRosterConfirmed(
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raidKey, runtimeRaidDungeonPhaseOne, now.Add(-time.Minute), now,
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); ok || len(pending) != 0 {
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t.Fatalf("stale movie epoch opened the window: pending=%v", pending)
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}
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// Wrong phase.
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if _, _, ok := service.forceRuntimeRaidMovieRosterConfirmed(
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raidKey, runtimeRaidDungeonPhaseTwo, state.Lifecycle.MovieOpenedAt, now,
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); ok {
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t.Fatal("fallback acted on another phase")
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}
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// Wrong lifecycle status.
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service.raids[raidKey].Lifecycle.Status = runtimeRaidLifecyclePhaseActive
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if _, _, ok := service.forceRuntimeRaidMovieRosterConfirmed(
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raidKey, runtimeRaidDungeonPhaseOne, service.raids[raidKey].Lifecycle.MovieOpenedAt, now,
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); ok {
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t.Fatal("fallback acted while the phase was still active")
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}
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}
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