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
201 lines
6.8 KiB
Go
201 lines
6.8 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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"longheng.io/server/internal/modules/dnf/crystalcontract"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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)
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const (
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currentCrystalContractUpdateBodySize = 2
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// Current NoPack registers sub_1E7FAD0 for op898 in the notification table
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// near 0x4081CEA through sub_225C940. sub_2261E30 reaches that table only
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// from its classification-0 branch; classification 1 first consumes the
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// success/error envelope and dispatches through the separate response table.
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// The generated enum labels this numeric slot as an older housing command,
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// so keep the current-client compatibility meaning local.
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currentCrystalContractStateMsgID uint16 = 898
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)
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func (s *Service) currentCrystalContractOwner() (*crystalcontract.Owner, error) {
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repositories, ok := s.repositoryGroup()
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if !ok {
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return nil, crystalcontract.ErrRepositoriesUnavailable
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}
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premiumCatalog, err := s.currentPremiumCatalog()
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if err != nil {
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return nil, err
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}
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catalog, err := crystalcontract.NewCatalog(premiumCatalog.crystalCubeIDs)
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if err != nil {
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return nil, err
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}
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return crystalcontract.NewOwner(repositories, catalog)
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}
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func (s *Service) handleCurrentCrystalContractUpdate(session *gameSession, body []byte) error {
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if len(body) != currentCrystalContractUpdateBodySize {
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s.logGameEvent(session, "game-crystal-contract-selection-malformed",
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"msg_id", uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo),
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"body_len", len(body),
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"expected_body_len", currentCrystalContractUpdateBodySize)
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo), 1)
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}
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sourceFlag := body[0]
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selection := crystalSelectionFromWire(body[1])
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if selection < crystalcontract.SelectionNone || selection >= crystalcontract.SelectionCount {
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s.logGameEvent(session, "game-crystal-contract-selection-blocked",
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"msg_id", uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo),
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"source_flag", sourceFlag,
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"selection_wire", body[1],
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"reason", crystalcontract.ErrSelectionInvalid)
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo), 1)
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}
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owner, err := s.currentCrystalContractOwner()
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if err != nil {
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s.logGameEvent(session, "game-crystal-contract-selection-blocked",
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"msg_id", uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo),
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"selection", selection,
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"reason", "owner_unavailable",
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"error", err)
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo), 1)
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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.Select(
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ctx,
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s.accountIDForSession(session),
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strconv.Itoa(int(session.selectedCharacterID)),
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selection,
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s.gameplayNow().UTC(),
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)
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if err != nil {
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s.logGameEvent(session, "game-crystal-contract-selection-blocked",
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"msg_id", uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo),
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"selection", selection,
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"source_flag", sourceFlag,
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"reason", "domain_rejected",
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"error", err)
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo), 1)
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}
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s.logGameEvent(session, "game-crystal-contract-selection-committed",
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"msg_id", uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo),
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"state_msg_id", currentCrystalContractStateMsgID,
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"selection", state.Selection,
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"cube_item_id", state.CubeItemID,
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"active", state.Active,
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"source_flag", sourceFlag,
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"state_source", "runtime_pvf_cube_catalog_account_crystal_warehouse_and_character_stats")
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if err := s.sendGameUpperSuccess(
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session,
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uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo),
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[]byte{sourceFlag, body[1]},
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); err != nil {
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return err
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}
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return s.sendCurrentCrystalContractState(session, "op535_after_selection_commit")
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}
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func (s *Service) sendCurrentCrystalContractState(session *gameSession, source string) error {
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owner, err := s.currentCrystalContractOwner()
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if err != nil {
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return fmt.Errorf("build crystal contract state owner: %w", err)
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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.State(
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ctx,
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s.accountIDForSession(session),
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strconv.Itoa(int(session.selectedCharacterID)),
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s.gameplayNow().UTC(),
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)
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if err != nil {
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return fmt.Errorf("load crystal contract state: %w", err)
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}
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body := []byte{0, crystalSelectionToWire(state.Selection)}
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s.logGameEvent(session, "game-crystal-contract-state-send",
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"source", source,
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"msg_id", currentCrystalContractStateMsgID,
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"classification", 0,
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"active", state.Active,
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"selection", state.Selection,
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"cube_item_id", state.CubeItemID,
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"body_len", len(body),
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"state_source", "account_contract_expiry_character_selection_and_account_crystal_warehouse")
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// NoPack registers op898 through sub_225C940 as a class0 raw notification.
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// sub_1E7FAD0 reads the two bytes directly, unlike the class1 op535/op338
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// response handlers that receive a separately decoded success flag.
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return s.sendGameUpperRawClass(
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session,
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currentCrystalContractStateMsgID,
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body,
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0,
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)
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}
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// sendCurrentCrystalContractStateOnce replays the durable selection once for
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// each town-scene UI lifecycle. The actor-bound inventory bootstrap owns the
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// cold-login send after every native container exists and before full mode1 or
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// op24 can expose the town UI. A later op36 remains a fallback for routes that
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// do not consume that bootstrap, without applying the same state twice.
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func (s *Service) sendCurrentCrystalContractStateOnce(
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session *gameSession,
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source string,
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) error {
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if session == nil {
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return nil
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}
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session.crystalContractMu.Lock()
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if session.crystalContractTownUIReadyStateSent {
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session.crystalContractMu.Unlock()
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s.logGameEvent(session, "game-crystal-contract-town-ui-ready-state-skipped",
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"source", source,
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"reason", "already_sent_for_current_town_scene")
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return nil
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}
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session.crystalContractTownUIReadyStateSent = true
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session.crystalContractMu.Unlock()
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if err := s.sendCurrentCrystalContractState(session, source); err != nil {
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session.crystalContractMu.Lock()
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session.crystalContractTownUIReadyStateSent = false
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session.crystalContractMu.Unlock()
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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 (s *Service) sendCurrentCrystalContractTownUIReadyState(session *gameSession) error {
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return s.sendCurrentCrystalContractStateOnce(
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session,
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"current_exe_op36_after_town_area_ui_ready",
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)
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}
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func currentCrystalContractDungeonOwnedBySession(session *gameSession) bool {
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if session == nil {
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return false
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}
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session.dungeon.mu.Lock()
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defer session.dungeon.mu.Unlock()
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return dungeonRuntimeOwnsCharacter(session.dungeon.runtime, session.selectedCharacterID)
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}
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func crystalSelectionFromWire(value byte) int8 {
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if value == 0xff {
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return crystalcontract.SelectionNone
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}
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return int8(value)
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}
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func crystalSelectionToWire(selection int8) byte {
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if selection == crystalcontract.SelectionNone {
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return 0xff
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}
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return byte(selection)
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}
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