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
203 lines
7.1 KiB
Go
203 lines
7.1 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"fmt"
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"strconv"
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"strings"
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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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func (s *Service) sendCharacterBootstrap(session *gameSession, source string) error {
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repos, ok := s.repositoryGroup()
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if !ok || repos.Character == nil {
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s.logGameEvent(session, "game-character-bootstrap-repository-missing", "source", source)
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return errCharacterRepositoryMissing
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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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accountID := s.accountIDForSession(session)
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characters, err := s.listCharacters(ctx, repos, accountID)
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if err != nil {
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s.logGameEvent(session, "game-character-bootstrap-list-failed", "source", source, "account_id", accountID, "error", err)
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return err
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}
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if err := s.sendCurrentCharacterSelectRoster(session, characters); err != nil {
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return err
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}
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if err := s.sendCurrentDarkKnightComboPreload(session, ctx, characters, source+"_after_roster"); err != nil {
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return err
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}
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s.logGameEvent(session, "game-character-bootstrap-sent", "source", source, "account_id", accountID, "count", len(characters))
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return nil
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}
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// createCharacter 执行 latest 创建角色的最小写路经。
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// 当前 bridge 只落账号、角色、空背包和空技能记录;后续 starter 装备、技能和经济初始化要迁入 DNF 角色 owner。
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func (s *Service) sendUpperRoster(session *gameSession, characters []dnfrepo.CharacterRecord) error {
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return s.sendGameUpperCharacterRosterRaw(session, buildCSharpRosterBodyForLimit(characters, s.characterSlotLimitForSession(session)))
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}
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func (s *Service) handleUpperLoadExtendCharacs(session *gameSession, body []byte) error {
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const msgID = uint16(dnfenum.UpperMsgLoadExtendCharacs)
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if len(body) != 2 {
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s.logGameEvent(session, "game-upper-load-extend-characs-rejected", "body_len", len(body), "reason", "malformed_request")
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return s.sendGameUpperFailure(session, msgID, 0)
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}
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start := int(binary.LittleEndian.Uint16(body))
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if start < currentRosterExtensionBatchSize ||
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start%currentRosterExtensionBatchSize != 0 {
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s.logGameEvent(session, "game-upper-load-extend-characs-rejected", "requested_slot", start, "reason", "invalid_batch_start")
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return s.sendGameUpperFailure(session, msgID, 0)
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}
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repos, ok := s.repositoryGroup()
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if !ok || repos.Character == nil {
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s.logGameEvent(session, "game-upper-load-extend-characs-rejected", "requested_slot", start, "reason", "repository_missing")
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return s.sendGameUpperFailure(session, msgID, 0)
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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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characters, slotLimit, err := s.listCharactersWithLimit(ctx, repos, s.accountIDForSession(session))
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if err != nil {
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s.logGameEvent(session, "game-upper-load-extend-characs-rejected", "requested_slot", start, "reason", "repository_list_failed", "error", err)
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return s.sendGameUpperFailure(session, msgID, 0)
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}
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extension, ok := buildNoPackRosterExtensionBodyForLimit(characters, slotLimit, start)
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if !ok {
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s.logGameEvent(session, "game-upper-load-extend-characs-rejected", "requested_slot", start, "slot_limit", slotLimit, "repository_count", len(characters), "reason", "empty_or_out_of_range_batch")
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return s.sendGameUpperFailure(session, msgID, 0)
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}
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if err := s.sendGameUpperSuccess(session, msgID, nil); err != nil {
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return err
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}
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if err := s.sendGameUpperCharacterRosterRaw(session, extension); err != nil {
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return err
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}
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s.logGameEvent(session, "game-upper-load-extend-characs-sent",
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"requested_slot", start,
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"slot_limit", slotLimit,
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"repository_count", len(characters),
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"extension_count", binary.LittleEndian.Uint16(extension[3:5]),
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"sequence", "op679_ack_op2_mode4")
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return nil
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}
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func (s *Service) sendCharacterList(session *gameSession, characters []dnfrepo.CharacterRecord) error {
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// 86 级 C# inventory.db 的 get_userinfo_template 证明 0x0002 必须带 route=1。
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return s.sendGameWithTransport(
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session,
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byte(dnfenum.GameCmdNotice),
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uint16(dnfenum.GameTypeCharacterList),
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buildCharacterListBody(characters),
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dnfproto.TransportOptions{Route: latestCharacterStateRoute},
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)
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}
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// sendCurrentCharacterSelectRoster is the current NoPack mode-2 character
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// select snapshot. It is intentionally distinct from the old compact
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// ID/slot notification: the current reader dispatches type 2 to
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// sub_200BEA0(mode=2), which consumes the complete roster rows.
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func (s *Service) sendCurrentCharacterSelectRoster(session *gameSession, characters []dnfrepo.CharacterRecord) error {
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slotLimit := s.characterSlotLimitForSession(session)
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body := buildNoPackRosterBodyForLimit(characters, slotLimit)
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if len(body) < 15 {
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return fmt.Errorf("current character roster is shorter than its 15-byte prefix: %d", len(body))
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}
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s.logGameEvent(session, "game-character-roster-prefix",
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"repository_count", len(characters),
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"slot_limit", slotLimit,
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"display_count", body[1],
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"selected_page", binary.LittleEndian.Uint16(body[7:9]),
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"entry_count", binary.LittleEndian.Uint16(body[13:15]),
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"prefix_len", 15,
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)
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if err := s.sendGameFixed15Route(
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session,
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byte(dnfenum.GameCmdNotice),
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uint16(dnfenum.GameTypeCharacterList),
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// Current NoPack sub_200BEA0 mode=2 consumes two leading bytes,
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// three u16 values, one u32 value, then the final u16 entry count.
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// Do not substitute the different C# account-header grammar here.
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body,
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latestCharacterStateRoute,
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); err != nil {
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return err
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}
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noteEmptyRosterSlotProbe(session, body)
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return nil
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}
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func (s *Service) characterSlotLimitForSession(session *gameSession) int {
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repos, ok := s.repositoryGroup()
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if !ok {
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return defaultCharacterSlots
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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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limit, err := s.accountCharacterSlotLimit(ctx, repos, s.accountIDForSession(session))
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if err != nil {
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s.logGameEvent(session, "game-character-slot-limit-load-failed", "error", err)
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return defaultCharacterSlots
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}
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return limit
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}
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func buildCharacterListBody(characters []dnfrepo.CharacterRecord) []byte {
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var writer packetWriter
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count := len(characters)
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if count > 255 {
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count = 255
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}
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writer.writeByte(byte(count))
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writer.writeByte(latestCharacterStateActive)
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writer.writeByte(0)
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writer.writeByte(latestCharacterCreateEnabled)
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for idx, character := range characters {
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if idx >= count {
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break
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}
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writer.writeUint32(uint32(numericCharacterID(character)))
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writer.writeUint16(uint16(character.Slot))
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}
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writer.writeByte(0)
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writer.writeByte(0)
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writer.writeByte(0)
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writer.writeByte(0)
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writer.writeByte(0)
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return writer.bytes()
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}
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func numericCharacterID(record dnfrepo.CharacterRecord) int {
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value, err := strconv.Atoi(strings.TrimSpace(record.CharacterID))
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if err != nil || value < 0 {
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return 0
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}
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return value
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}
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func numericCharacterStat(value string) int {
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parsed, err := strconv.Atoi(strings.TrimSpace(value))
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if err != nil || parsed < 0 {
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return 0
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}
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return parsed
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}
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func numericCharacterStatValue(record dnfrepo.CharacterRecord, key string) int64 {
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if record.Stats == nil {
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return 0
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}
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value := record.Stats[key]
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if value < 0 {
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return 0
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}
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return value
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}
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