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
406 lines
14 KiB
Go
406 lines
14 KiB
Go
package dnfbridge
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import (
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"context"
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"fmt"
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"strconv"
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"google.golang.org/protobuf/encoding/protowire"
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dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
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dnfquest "longheng.io/server/internal/modules/dnf/quest"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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const (
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currentAcceptableQuestListMsgID = uint16(0x15)
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currentAcceptableQuestListKind = "current_acceptable_quest_list"
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currentAcceptableQuestListEnum = uint64(21)
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)
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func (s *Service) preloadQuestCatalog(ctx context.Context) error {
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catalog, err := s.loadQuestCatalog(ctx)
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if err != nil {
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return fmt.Errorf("preload quest catalog: %w", err)
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}
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snapshot := catalog.Snapshot()
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s.logPacketEvent("dnf-quest-catalog-loaded",
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"definitions", snapshot.Definitions,
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"scope_hints", snapshot.ScopeHints,
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"epic", snapshot.Epic,
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"normal", snapshot.Normal,
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"list", dnfquest.DefaultList)
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return nil
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}
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func (s *Service) loadQuestCatalog(ctx context.Context) (*dnfquest.Catalog, error) {
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if ctx == nil {
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ctx = context.Background()
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}
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if err := ctx.Err(); err != nil {
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return nil, err
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}
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s.questCatalogMu.Lock()
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defer s.questCatalogMu.Unlock()
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if s.questCatalog != nil {
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return s.questCatalog, nil
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}
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if s.questCatalogLoadErr != nil {
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return nil, s.questCatalogLoadErr
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}
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s.initialEquipmentMu.Lock()
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archive, err := s.initialEquipmentArchiveLocked()
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s.initialEquipmentMu.Unlock()
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if err != nil {
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s.questCatalogLoadErr = err
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return nil, err
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}
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index, err := dnfpvf.Build(ctx, archive, dnfpvf.BuildOptions{
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Lists: []string{dnfquest.DefaultList},
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Prefixes: []string{"n_quest/"},
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})
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if err == nil {
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s.questCatalog, err = dnfquest.Load(ctx, index)
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}
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if err != nil {
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s.questCatalogLoadErr = err
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return nil, err
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}
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return s.questCatalog, nil
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}
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func buildCurrentAcceptableQuestListBody(level int, questIDs []int32) []byte {
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protobuf := make([]byte, 0, 8+len(questIDs)*3)
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protobuf = appendProtoVarint(protobuf, 1, currentAcceptableQuestListEnum)
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protobuf = appendProtoVarint(protobuf, 2, uint64(uint32(level)))
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if len(questIDs) > 0 {
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packed := make([]byte, 0, len(questIDs)*3)
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for _, questID := range questIDs {
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if questID <= 0 {
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continue
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}
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packed = protowire.AppendVarint(packed, uint64(uint32(questID)))
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}
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if len(packed) > 0 {
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protobuf = appendProtoBytes(protobuf, 4, packed)
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}
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}
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var writer packetWriter
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writer.writeUint32(uint32(len(protobuf)))
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writer.writeBytes(protobuf)
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return writer.bytes()
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}
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func (s *Service) buildCurrentAcceptableQuestListBodyForSession(ctx context.Context, session *gameSession) ([]byte, bool) {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return nil, false
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}
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catalog, err := s.loadQuestCatalog(ctx)
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if err != nil {
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
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"char_id", session.selectedCharacterID,
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"reason", "quest_catalog_unavailable",
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"error", err)
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return nil, false
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}
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repos, ok := s.repositoryGroup()
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if !ok || repos.Character == nil || repos.Quest == nil {
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
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"char_id", session.selectedCharacterID,
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"reason", "character_or_quest_repository_unavailable")
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return nil, false
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}
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_, _, character, found := s.selectedCharacterForEnter(ctx, session)
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if !found {
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
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"char_id", session.selectedCharacterID,
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"reason", "selected_character_not_found")
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return nil, false
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}
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job, validJob := characterJobByte(character)
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if !validJob || character.Level <= 0 {
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
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"char_id", session.selectedCharacterID,
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"job", character.Job,
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"level", character.Level,
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"reason", "selected_character_job_or_level_invalid")
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return nil, false
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}
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characterID := character.CharacterID
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if characterID == "" {
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characterID = strconv.Itoa(int(session.selectedCharacterID))
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}
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record, hasRecord, err := repos.Quest.Load(ctx, characterID)
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if err != nil {
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
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"char_id", session.selectedCharacterID,
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"reason", "quest_record_load_failed",
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"error", err)
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return nil, false
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}
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if !hasRecord {
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record = dnfrepo.QuestRecord{CharacterID: characterID}
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}
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// The all-task op21 is the first quest projection of every scene entry,
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// including the Luke raid channel. Retire the legacy Anton team mission
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// here so the Luke quest chain is acceptable in that same list.
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record, antonMissionDefaultCompleted, antonMissionErr := s.reconcileAntonRaidMissionDefaultCompletion(
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ctx,
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session,
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repos,
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characterID,
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record,
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)
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if antonMissionErr != nil {
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
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"char_id", session.selectedCharacterID,
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"quest_id", dnfquest.AntonRaidMissionQuestID,
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"reason", "anton_raid_mission_default_completion_failed",
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"error", antonMissionErr)
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return nil, false
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}
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if antonMissionDefaultCompleted {
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hasRecord = true
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}
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result := catalog.QuestList(dnfquest.CharacterEligibility{
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// 婚约任务只在订婚状态(wedding_state==1)下发,见 quest.WeddingEligible。
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Wedding: dnfquest.WeddingEligible(character),
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Level: character.Level,
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Job: int(job),
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GrowType: int(numericCharacterStatValue(character, "grow_type")),
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}, record)
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body := buildCurrentAcceptableQuestListBody(character.Level, result.IDs)
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-built",
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"char_id", session.selectedCharacterID,
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"character_id", characterID,
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"job", job,
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"level", character.Level,
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"grow_type", numericCharacterStatValue(character, "grow_type"),
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"quest_record_found", hasRecord,
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"anton_raid_mission_default_completed", antonMissionDefaultCompleted,
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"quest_list_count", len(result.IDs),
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"acceptable_count", len(result.IDs)-result.ActiveCount,
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"active_included_count", result.ActiveCount,
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"epic_count", result.EpicCount,
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"quest_ids", boundedQuestLogIDs(result.IDs, 32),
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"msg_id", currentAcceptableQuestListMsgID,
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"protobuf_enum", currentAcceptableQuestListEnum,
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"body_len", len(body),
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"body_source", "current_exe_sub_1D6FB50_pb_level_and_pvf_db_quest_ids_including_active_for_all_view")
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return body, true
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}
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func (s *Service) sendCurrentAcceptableQuestListForSession(session *gameSession, source string) error {
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_, err := s.sendCurrentAcceptableQuestListForSessionTracked(session, source)
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return err
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}
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func (s *Service) sendCurrentAcceptableQuestListForSessionTracked(session *gameSession, source string) (bool, error) {
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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body, ok := s.buildCurrentAcceptableQuestListBodyForSession(ctx, session)
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cancel()
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if !ok {
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return false, nil
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}
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-send",
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"char_id", session.selectedCharacterID,
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"msg_id", currentAcceptableQuestListMsgID,
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"classification", 0,
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"body_len", len(body),
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"source", source,
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"body_source", "current_exe_sub_1D6FB50_pb_level_and_pvf_db_quest_ids_including_active_for_all_view")
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if err := s.sendGameUpperRawClass(session, currentAcceptableQuestListMsgID, body, 0); err != nil {
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return false, err
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}
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if err := s.sendCurrentActiveQuestSnapshotForSession(session, source+"_after_acceptable_op21"); err != nil {
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return false, err
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}
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return true, nil
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}
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// sendCurrentQuestHUDReadyRefresh republishes the authoritative task pair
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// after type1345 confirms that the selected actor and task HUD exist. Earlier
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// pre-op24 snapshots correctly initialize native state but can be ignored by a
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// widget created later in the loading route.
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func (s *Service) sendCurrentQuestHUDReadyRefresh(session *gameSession, source string) error {
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if s == nil || session == nil {
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return nil
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}
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session.townMu.Lock()
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characterID := session.selectedCharacterID
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generation := session.characterGeneration
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eligible := characterID != 0 &&
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session.initialTownRouteCharacterID == characterID &&
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session.initialTownRouteStage >= currentInitialTownRoutePlayerStateSent &&
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!session.initialTownQuestHUDRefreshSent
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session.townMu.Unlock()
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if !eligible {
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return nil
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}
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sent, err := s.sendCurrentAcceptableQuestListForSessionTracked(
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session, source+"_authoritative_task_hud_ready",
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)
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if err != nil || !sent {
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return err
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}
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session.townMu.Lock()
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if session.selectedCharacterID == characterID &&
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session.characterGeneration == generation &&
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session.initialTownRouteCharacterID == characterID &&
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session.initialTownRouteStage >= currentInitialTownRoutePlayerStateSent {
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session.initialTownQuestHUDRefreshSent = true
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}
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session.townMu.Unlock()
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s.logGameEvent(session, "game-current-quest-hud-ready-refresh-sent",
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"char_id", characterID,
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"character_generation", generation,
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"source", source,
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"sequence", "confirmed_hud_ready_then_op21_then_op574")
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// The current client rebuilds its quest state once more after this refresh
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// and that rebuild drops the completed-quest rows op356 wrote during the
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// loading route, which leaves the team-mode channel row built from an empty
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// table until the player changes town. The bitmap alone does not fix that -
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// the row is only recomputed when the client re-requests the channel
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// directory, which it does on a task-state change - so replay the same
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// authoritative trio (op574 -> op356 -> op21) the accept path publishes.
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s.scheduleCurrentClearQuestListReplayAfterHUDReady(session, characterID, generation, source)
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return nil
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}
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// sendCurrentInitialTownQuestSnapshotsLocked publishes the task-manual
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// definition list at the earliest selected-actor-safe login boundary. The
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// caller holds session.townMu as part of the initial-town route; this helper
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// marks only that route's one-shot snapshot so later quest accept/finish
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// refreshes can still send op21/op574 normally.
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func (s *Service) sendCurrentInitialTownQuestSnapshotsLocked(session *gameSession, source string) error {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if session.initialTownQuestSnapshotsSent {
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s.logGameEvent(session, "game-initial-town-quest-snapshots-duplicate-skipped",
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"char_id", session.selectedCharacterID,
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"source", source,
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"reason", "initial_town_op21_op574_already_sent_before_typed_op24")
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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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defer cancel()
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if _, err := s.repairAutoCompletedQuestionQuests(
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ctx,
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session,
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source+"_before_initial_town_quest_snapshots",
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); err != nil {
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return err
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}
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if _, err := s.reconcileAutoCompletedQuestClearLinkedSubQuests(
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ctx,
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session,
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source+"_before_initial_town_quest_snapshots",
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); err != nil {
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return err
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}
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body, ok := s.buildCurrentAcceptableQuestListBodyForSession(ctx, session)
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if !ok {
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return nil
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}
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s.logGameEvent(session, "game-initial-town-current-acceptable-quest-list-send",
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"char_id", session.selectedCharacterID,
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"msg_id", currentAcceptableQuestListMsgID,
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"classification", 0,
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"body_len", len(body),
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"source", source,
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"body_source", "current_exe_sub_1D6FB50_pb_level_and_pvf_db_quest_ids_including_active_for_all_view",
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"reason", "f1_all_task_manual_needs_definition_list_before_visible_scene_interaction")
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if err := s.sendGameUpperRawClass(session, currentAcceptableQuestListMsgID, body, 0); err != nil {
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return err
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}
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if err := s.sendCurrentActiveQuestSnapshotForSession(session, source+"_after_initial_town_acceptable_op21"); err != nil {
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return err
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}
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session.initialTownQuestSnapshotsSent = true
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return nil
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}
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// sendCurrentPostTownTransitionQuestSnapshotsLocked reapplies the complete
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// task state after op24 has committed the destination map. The current EXE can
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// only refresh quest-dependent doors and town objects that already belong to
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// the active scene, and op574 must precede op356 because it rebuilds the role
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// quest collection. This projection is read-only and never completes a PVF
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// area requirement on the character's behalf.
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func (s *Service) sendCurrentPostTownTransitionQuestSnapshotsLocked(session *gameSession, source string) error {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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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-post-town-transition-quest-snapshots-skipped",
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"char_id", session.selectedCharacterID,
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"source", source,
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"reason", "character_or_quest_repository_unavailable")
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return nil
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}
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if err := s.sendCurrentAcceptableQuestListOnlyForSession(session, source+"_acceptable_op21"); err != nil {
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return err
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}
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if err := s.sendCurrentActiveQuestSnapshotForSession(session, source+"_active_op574"); 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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clearQuestListBody, err := s.buildCurrentClearQuestListTransportBodyForSession(
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ctx,
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session,
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source+"_completed_op356",
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)
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cancel()
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if err != nil {
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return err
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}
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if err := s.sendGameUpperFixed16Transport(
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session,
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currentClearQuestListMsgID,
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clearQuestListBody,
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0,
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1,
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true,
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currentClearQuestListTransportCodec,
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); err != nil {
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return err
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}
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s.logGameEvent(session, "game-post-town-transition-quest-snapshots-sent",
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"char_id", session.selectedCharacterID,
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"source", source,
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"sequence", "op21_acceptable_then_op574_active_then_op356_completed",
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"projection_only", true)
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return nil
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}
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func (s *Service) sendCurrentAcceptableQuestListOnlyForSession(session *gameSession, source string) error {
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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body, ok := s.buildCurrentAcceptableQuestListBodyForSession(ctx, session)
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cancel()
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if !ok {
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return nil
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}
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s.logGameEvent(session, "game-upper-current-acceptable-quest-list-send",
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"char_id", session.selectedCharacterID,
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"msg_id", currentAcceptableQuestListMsgID,
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"classification", 0,
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"body_len", len(body),
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"source", source,
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"body_source", "current_exe_sub_1D6FB50_pb_level_and_pvf_db_quest_ids_including_active_for_all_view")
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if err := s.sendGameUpperRawClass(session, currentAcceptableQuestListMsgID, body, 0); 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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func boundedQuestLogIDs(ids []int32, limit int) []int32 {
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if limit <= 0 || len(ids) == 0 {
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return nil
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}
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if len(ids) < limit {
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limit = len(ids)
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}
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return append([]int32(nil), ids[:limit]...)
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}
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