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
216 lines
7.5 KiB
Go
216 lines
7.5 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"errors"
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dnfcarrygold "longheng.io/server/internal/modules/dnf/carrygold"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// The gold-carry cap upgrade. The wire evidence lives next to the rule, in
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// the package comment of internal/modules/dnf/carrygold; this file owns only
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// the current EXE's request/response layout and the packet ordering.
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const (
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// The client builder copies 14 bytes off its own stack and initializes
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// only the trailing byte, so bytes 0..12 are stack residue and ignored.
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currentCarryGoldRequestSize = 14
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currentCarryGoldStageOffset = currentCarryGoldRequestSize - 1
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// Login projection: class0/NOTI 947, a single stage byte, read by
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// sub_1D87BF0 into the same 0x052B5C04 global the op978 reply writes.
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// Without it the client shows stage 0 again after a relog and the player
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// could buy the same upgrade twice.
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currentCarryGoldStageMsgID = uint16(947)
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currentCarryGoldResponseSize = 5
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currentCarryGoldPrivateABI = "current_exe_sub_1D23D60_op978_and_sub_1D87BF0_noti947"
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)
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// Result codes for the op978 reply. Zero takes the client's success branch;
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// every other value takes its failure branch, so the button always resolves.
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const (
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currentCarryGoldResultOK uint32 = iota
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currentCarryGoldResultInvalidStage
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currentCarryGoldResultInsufficientGold
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currentCarryGoldResultUnavailable
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)
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func buildCurrentCarryGoldUpgradeBody(stage byte, result uint32) []byte {
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body := make([]byte, currentCarryGoldResponseSize)
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body[0] = stage
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binary.LittleEndian.PutUint32(body[1:5], result)
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return body
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}
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func (s *Service) sendCurrentCarryGoldUpgradeResult(
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session *gameSession,
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stage byte,
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result uint32,
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source string,
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) error {
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s.logGameEvent(session, "game-carry-gold-upgrade-result-send",
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"source", source,
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"char_id", session.selectedCharacterID,
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"msg_id", uint16(dnfenum.CmdPacketUpgradeCarryGold),
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"classification", dnfproto.DefaultChannelClassification,
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"stage", stage,
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"displayed_limit", dnfcarrygold.DisplayedLimit(stage),
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"result", result,
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"body_source", currentCarryGoldPrivateABI)
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return s.sendGameUpperSuccess(
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session,
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uint16(dnfenum.CmdPacketUpgradeCarryGold),
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buildCurrentCarryGoldUpgradeBody(stage, result),
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)
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}
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// sendCurrentCarryGoldStage republishes the durable stage so the client's cap
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// display survives a relog.
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func (s *Service) sendCurrentCarryGoldStage(session *gameSession, source string) error {
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if s == nil || session == nil || session.conn == nil || session.selectedCharacterID == 0 {
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return nil
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}
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owner, ok := s.currentCarryGoldOwner()
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if !ok {
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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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state, err := owner.Load(ctx, session.selectedCharacterID)
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if err != nil {
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if errors.Is(err, dnfcarrygold.ErrCharacterNotFound) {
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return nil
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}
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return err
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}
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s.logGameEvent(session, "game-carry-gold-stage-send",
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"source", source,
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"char_id", session.selectedCharacterID,
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"msg_id", currentCarryGoldStageMsgID,
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"classification", 0,
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"stage", state.Stage,
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"displayed_limit", dnfcarrygold.DisplayedLimit(state.Stage),
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"gold_limit", state.Limit,
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"body_source", currentCarryGoldPrivateABI)
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return s.sendCurrentSceneFixedClass0Packet(
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session,
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currentCarryGoldStageMsgID,
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[]byte{state.Stage},
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source,
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)
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}
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func (s *Service) handleCurrentUpgradeCarryGold(session *gameSession, body []byte) error {
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if session == nil || session.conn == nil {
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return nil
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}
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if session.selectedCharacterID == 0 {
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s.logCarryGoldUpgradeBlocked(session, 0, "selected_character_missing")
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return s.sendCurrentCarryGoldUpgradeResult(
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session, 0, currentCarryGoldResultUnavailable, "selected_character_missing")
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}
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if len(body) != currentCarryGoldRequestSize {
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// Only the trailing byte is initialized by the client builder, so a
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// different length means a different builder and the request is not
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// understood. Answer anyway: a silent drop is what left the confirm
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// button dead in the first place.
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s.logCarryGoldUpgradeBlocked(session, 0, "current_exe_op978_request_length_mismatch")
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return s.sendCurrentCarryGoldUpgradeResult(
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session, 0, currentCarryGoldResultInvalidStage, "request_length_mismatch")
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}
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requested := body[currentCarryGoldStageOffset]
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owner, ok := s.currentCarryGoldOwner()
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if !ok {
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s.logCarryGoldUpgradeBlocked(session, requested, "character_repository_unavailable")
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return s.sendCurrentCarryGoldUpgradeResult(
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session, 0, currentCarryGoldResultUnavailable, "repository_unavailable")
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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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result, err := owner.Upgrade(ctx, dnfcarrygold.Command{
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AccountID: s.accountIDForSession(session),
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SelectedCharacterID: session.selectedCharacterID,
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RequestedStage: requested,
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})
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switch {
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case err == nil:
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case errors.Is(err, dnfcarrygold.ErrStageOutOfSequence),
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errors.Is(err, dnfcarrygold.ErrStageExhausted):
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s.logCarryGoldUpgradeBlocked(session, requested, "requested_stage_is_not_the_next_stage")
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return s.sendCurrentCarryGoldUpgradeResult(
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session, result.Stage, currentCarryGoldResultInvalidStage, "stage_out_of_sequence")
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case errors.Is(err, dnfcarrygold.ErrGoldInsufficient):
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s.logGameEvent(session, "game-carry-gold-upgrade-blocked",
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"char_id", session.selectedCharacterID,
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"stage", result.Stage,
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"requested_stage", requested,
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"gold", result.GoldBefore,
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"cost", result.Cost,
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"reason", "insufficient_gold")
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return s.sendCurrentCarryGoldUpgradeResult(
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session, result.Stage, currentCarryGoldResultInsufficientGold, "insufficient_gold")
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case errors.Is(err, dnfcarrygold.ErrCharacterNotFound),
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errors.Is(err, dnfcarrygold.ErrAccountMismatch),
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errors.Is(err, dnfcarrygold.ErrCharacterRequired),
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errors.Is(err, dnfcarrygold.ErrOwnerUnavailable):
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s.logCarryGoldUpgradeBlocked(session, requested, "selected_character_unavailable")
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return s.sendCurrentCarryGoldUpgradeResult(
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session, 0, currentCarryGoldResultUnavailable, "character_unavailable")
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default:
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return err
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}
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s.logGameEvent(session, "game-carry-gold-upgrade-committed",
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"char_id", session.selectedCharacterID,
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"previous_stage", result.PreviousStage,
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"stage", result.Stage,
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"displayed_limit", dnfcarrygold.DisplayedLimit(result.Stage),
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"gold_limit", result.Limit,
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"cost", result.Cost,
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"gold_before", result.GoldBefore,
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"gold_after", result.GoldAfter)
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if err := s.sendCurrentCarryGoldUpgradeResult(
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session, result.Stage, currentCarryGoldResultOK, "upgrade_committed",
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); err != nil {
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return err
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}
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// The wallet row is the client's only gold display, so the charge has to be
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// republished with the same incremental update the shops use.
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return s.sendGameUpperRawClass(
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session,
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uint16(dnfenum.CmdPacketWalkoutPartyMember),
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buildCurrentItemUpdateBody(
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dnfrepo.MainInventoryListType,
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[]currentItemListEntry{currentGoldWalletItemListEntry(result.GoldAfter)},
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),
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0,
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)
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}
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func (s *Service) currentCarryGoldOwner() (*dnfcarrygold.Owner, bool) {
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if s == nil {
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return nil, false
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}
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repositories, ok := s.repositoryGroup()
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if !ok {
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return nil, false
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}
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owner, err := dnfcarrygold.NewOwner(repositories)
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if err != nil {
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return nil, false
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}
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return owner, true
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}
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func (s *Service) logCarryGoldUpgradeBlocked(session *gameSession, requested byte, reason string) {
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s.logGameEvent(session, "game-carry-gold-upgrade-blocked",
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"char_id", session.selectedCharacterID,
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"requested_stage", requested,
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"reason", reason)
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}
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