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
310 lines
9.3 KiB
Go
310 lines
9.3 KiB
Go
// catalog.go 负责把 DNF channel_info.etc 转成频道广告和 game 监听共用的只读目录。
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package channelcatalog
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import (
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"errors"
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"sort"
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"strconv"
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"strings"
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"longheng.io/server/internal/modules/dnf/channelinfo"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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)
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var ErrEmpty = errors.New("dnf channel catalog is empty")
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// Channel 是协议广告和游戏端口监听共用的频道视图。
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type Channel struct {
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ServerID int
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ID int
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Type uint8
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Group string
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AreaDungeonIDs []int
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Name string
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// NoticeName 只用于 game class0/op1 首包;必须和 channel_info.etc 的频道 ID 对齐。
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NoticeName string
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MaxUsers int
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CurrentUsers int
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Port int
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}
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// Options 控制频道目录生成规则;零值使用 DNF 默认端口和人数。
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type Options struct {
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ServerID int
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GamePortBase int
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MaxUsers int
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CurrentUsers int
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}
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// Catalog 是从 channel_info.etc 派生的只读频道目录。
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type Catalog struct {
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channels []Channel
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byID map[int]Channel
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byPort map[int]Channel
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}
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// New 从解析好的 channel_info.etc 索引构建游戏频道目录。
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func New(index *channelinfo.Index, options Options) (*Catalog, error) {
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options = normalizeOptions(options)
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source := index.ChannelsForServer(options.ServerID)
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if len(source) == 0 {
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return nil, ErrEmpty
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}
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channels := make([]Channel, 0, len(source))
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seen := make(map[int]struct{}, len(source))
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for _, item := range source {
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if item.ID <= 0 {
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continue
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}
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if _, ok := seen[item.ID]; ok {
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continue
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}
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seen[item.ID] = struct{}{}
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area, _ := index.Area(item.AreaKey)
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channels = append(channels, Channel{
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ServerID: item.ServerID,
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ID: item.ID,
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Type: clampByte(item.Type),
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Group: normalizeGroup(item.AreaKey),
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AreaDungeonIDs: cloneInts(area.DungeonIDs),
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Name: dnfenum.ChannelNamePrefix + strconv.Itoa(item.ID),
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NoticeName: channelNoticeName(item),
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MaxUsers: options.MaxUsers,
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CurrentUsers: options.CurrentUsers,
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Port: options.GamePortBase + item.ID,
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})
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}
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if len(channels) == 0 {
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return nil, ErrEmpty
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}
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catalog := &Catalog{
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channels: cloneChannels(channels),
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byID: make(map[int]Channel, len(channels)),
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byPort: make(map[int]Channel, len(channels)),
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}
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for _, channel := range channels {
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catalog.byID[channel.ID] = channel
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catalog.byPort[channel.Port] = channel
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}
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return catalog, nil
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}
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// Channels 返回全部可广告频道,顺序与外部 channel_info.etc 保持一致。
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func (c *Catalog) Channels() []Channel {
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if c == nil {
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return nil
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}
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return cloneChannels(c.channels)
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}
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// FilterForRequest 按客户端请求的频道组过滤广告列表。
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func (c *Catalog) FilterForRequest(group string) []Channel {
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if c == nil {
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return nil
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}
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normalized := normalizeGroup(group)
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if normalized == "" || normalized == dnfenum.GroupCain {
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// The current client builds each channel-category control from this
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// directory. Keep every authoritative ETC record here, including type 32,
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// so the team-channel control has a non-empty source during bootstrap.
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return cloneChannels(c.channels)
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}
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if normalized == dnfenum.GroupRaid || normalized == dnfenum.GroupAttackRaid {
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return filterChannels(c.channels, isRaid)
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}
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matched := filterChannels(c.channels, func(channel Channel) bool {
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return normalizeGroup(channel.Group) == normalized
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})
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if len(matched) > 0 {
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return matched
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}
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return filterChannels(c.channels, func(channel Channel) bool {
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return !isRaid(channel)
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})
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}
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// FilterForBootstrap returns the directory used immediately after the client
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// downloads channel_info.etc. Native tower and trade entrances cannot become
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// the resident town channel during that bootstrap and are left for a later
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// full directory refresh.
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func (c *Catalog) FilterForBootstrap(group string) []Channel {
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return filterChannels(c.FilterForRequest(group), func(channel Channel) bool {
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return !isBootstrapEntrance(channel)
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})
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}
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// Channel 按频道 ID 查询目录项。
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func (c *Catalog) Channel(id int) (Channel, bool) {
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if c == nil {
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return Channel{}, false
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}
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channel, ok := c.byID[id]
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return cloneChannel(channel), ok
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}
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// ForPort 按本地游戏端口反查频道。
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func (c *Catalog) ForPort(port int) (Channel, bool) {
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if c == nil {
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return Channel{}, false
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}
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channel, ok := c.byPort[port]
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return cloneChannel(channel), ok
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}
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// ResidentFor returns the ordinary town channel that the game client should
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// commit after using a special bootstrap channel such as [crack]. The result
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// is derived from channel_info.etc order; no channel id is fabricated here.
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func (c *Catalog) ResidentFor(connected Channel) (Channel, bool) {
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if c == nil {
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return Channel{}, false
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}
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if candidate, ok := c.byID[connected.ID]; ok &&
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candidate.ServerID == connected.ServerID && isResidentChannel(candidate) {
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return cloneChannel(candidate), true
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}
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for _, channel := range c.channels {
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if isResidentChannel(channel) {
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return cloneChannel(channel), true
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}
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}
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return Channel{}, false
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}
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// GamePorts 返回需要监听的游戏端口,按端口升序排列。
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func (c *Catalog) GamePorts() []int {
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if c == nil {
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return nil
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}
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ports := make([]int, 0, len(c.byPort))
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for port := range c.byPort {
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ports = append(ports, port)
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}
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sort.Ints(ports)
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return ports
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}
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func normalizeOptions(options Options) Options {
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if options.ServerID <= 0 {
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options.ServerID = dnfenum.LoginChannelServerIndex
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}
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if options.GamePortBase <= 0 {
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options.GamePortBase = dnfenum.GamePortBase
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}
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if options.MaxUsers <= 0 {
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options.MaxUsers = dnfenum.DefaultChannelMaxUsers
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}
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if options.CurrentUsers < 0 {
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options.CurrentUsers = dnfenum.DefaultChannelCurrentUsers
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}
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return options
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}
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func filterChannels(channels []Channel, accept func(Channel) bool) []Channel {
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out := make([]Channel, 0, len(channels))
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for _, channel := range channels {
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if accept(channel) {
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out = append(out, cloneChannel(channel))
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}
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}
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return out
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}
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// isRaid reports whether a channel belongs to a team-raid owner. The three
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// raid owners are discriminated by type, not by group: the ETC writes
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// `[anton_raid]` / `[luke_raid]` / `[fiendwar]`, so the group test alone would
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// only ever match a channel literally grouped "raid".
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func isRaid(channel Channel) bool {
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return channel.Type == dnfenum.RaidChannelType ||
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channel.Type == dnfenum.HiddenRaidType ||
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channel.Type == dnfenum.FiendWarRaidChannelType ||
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normalizeGroup(channel.Group) == dnfenum.GroupRaid
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}
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func isBootstrapEntrance(channel Channel) bool {
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return channel.Type == 2 || channel.Type == 3
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}
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func isResidentChannel(channel Channel) bool {
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group := normalizeGroup(channel.Group)
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if group == "" || group == "none" || group == dnfenum.GroupCrack ||
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group == dnfenum.GroupDeathTower || group == dnfenum.GroupTrade ||
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group == dnfenum.GroupRaid || group == dnfenum.GroupAttackRaid {
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return false
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}
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// Every raid owner is excluded here, Fiend War included: a resident channel
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// is one the client may commit as an ordinary town, and town 98 has no
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// ordinary-channel ownership any more than town 19 or town 32 does.
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return channel.Type != dnfenum.DeathTowerChannelType &&
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channel.Type != dnfenum.TradeChannelType &&
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channel.Type != dnfenum.RaidChannelType &&
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channel.Type != dnfenum.HiddenRaidType &&
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channel.Type != dnfenum.FiendWarRaidChannelType
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}
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// SettableGuildChannel reports whether channel may be stored as a guild's
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// 推荐频道, which is what game class1/op830 does.
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//
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// Only the channel group is consulted, deliberately. ResidentFor cannot be used
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// for this: its type test reads type 11 as a death-tower channel, but type 11 is
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// this catalog's ordinary town type (19/granfloris, 181/noblsky, 182/noblsky,
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// ...), so ResidentFor resolved every town channel to the catalog's first
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// resident channel and the guild handler answered op830 with error 19 for every
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// ordinary channel -- live: the master of guild 1 standing in channel 181 was
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// told 只有公会长才能设置.
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func (c *Catalog) SettableGuildChannel(channel Channel) bool {
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if c == nil {
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return false
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}
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candidate, ok := c.byID[channel.ID]
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if !ok || candidate.ServerID != channel.ServerID {
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return false
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}
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group := normalizeGroup(candidate.Group)
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if group == "" || group == "none" || group == dnfenum.GroupCrack ||
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group == dnfenum.GroupDeathTower || group == dnfenum.GroupTrade ||
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group == dnfenum.GroupRaid || group == dnfenum.GroupAttackRaid {
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return false
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}
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return true
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}
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func normalizeGroup(value string) string {
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value = strings.TrimSpace(value)
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value = strings.Trim(value, "`")
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value = strings.TrimPrefix(value, "[")
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value = strings.TrimSuffix(value, "]")
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return strings.ToLower(strings.TrimSpace(value))
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}
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func clampByte(value int) uint8 {
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if value < 0 {
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return 0
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}
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if value > 255 {
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return 255
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}
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return uint8(value)
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}
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func channelNoticeName(item channelinfo.Channel) string {
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// NameKey 是显示资源名,不能拿后缀拼出 etc 里不存在的频道。
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return dnfenum.ChannelNamePrefix + strconv.Itoa(item.ID)
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}
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func cloneChannels(channels []Channel) []Channel {
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out := make([]Channel, len(channels))
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for idx, channel := range channels {
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out[idx] = cloneChannel(channel)
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}
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return out
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}
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func cloneChannel(channel Channel) Channel {
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channel.AreaDungeonIDs = cloneInts(channel.AreaDungeonIDs)
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return channel
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}
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func cloneInts(values []int) []int {
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return append([]int(nil), values...)
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}
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