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
223 lines
5.7 KiB
Go
223 lines
5.7 KiB
Go
// pvfdigestscenealign 修正 etc/storydigest/digest.etc 的 [scene] 引用,
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// 使每个开区区域的「剧情回顾序号」与「章节过场影片序号」一致(与原版设计对齐)。
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//
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// 背景:
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// - 回顾段 1..17 与影片段 901..917 是**一一配对**的(回顾 N ↔ 影片 900+N);
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// - 但区域的开放等级顺序与回顾序号顺序在高段位发生错位:
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// 区域 8 (6·0 根特, lv63) 落在段 9 → 原本拿到回顾 9(应为 8)
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// 区域 9 (9·0 鲁夫特, lv71) 落在段 10 → 原本拿到回顾 10(应为 9)
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// ...(区域 10-13 同理)
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// - 另外有 4 个「填充段」(8/15/16/17) 并不对应任何区域,却占用着回顾 8/15/16/17。
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//
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// 本次修正(只改 [scene],不动段号 / [level] / [ending]):
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// 1) 区域所在的段:按该段 [ending] 对应的影片序号 N,把 [scene] 设为 N;
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// 2) 填充段:把 [scene] 设为 0(scene.etc 里的开场段,不被任何区域使用),
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// 避免占用某个区域的回顾,同时它仍是"真实内容段",不会让播放序列中断。
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package main
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import (
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"encoding/binary"
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"flag"
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"fmt"
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"os"
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"path/filepath"
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platformpvf "longheng.io/server/internal/platform/pvf"
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)
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const (
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refScene = uint32(0x025138C6) // "[scene]"
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refEnding = uint32(0x025138D6) // "[ending]"
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refLevel = uint32(0x003566E2) // "[level]"
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)
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func u32(b []byte) uint32 { return binary.LittleEndian.Uint32(b) }
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func tok5(typ byte, ref uint32) []byte {
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b := make([]byte, 5)
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b[0] = typ
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binary.LittleEndian.PutUint32(b[1:], ref)
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return b
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}
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func main() {
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input := flag.String("pvf", "", "input PVF")
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dir := flag.String("dir", "", "raw patch dir")
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dry := flag.Bool("dry-run", false, "只检查")
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// 区域所在的段序号(1 起)。这些段的 [scene] 改为"该段影片序号"。
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regionSegs := flag.String("region-segs", "1,2,3,4,5,6,7,9,10,11,12,13,14", "对应开区区域的段序号")
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fillerScene := flag.Uint("filler-scene", 0, "填充段使用的回顾段号")
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shiftSegs := flag.String("shift-segs", "", "只对这些段应用 -scene-offset(留空=所有区域段)")
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sceneOffset := flag.Int("scene-offset", 0, "对目标段的 [scene] 增减值")
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flag.Parse()
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shift := map[int]bool{}
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for _, s := range splitInts(*shiftSegs) {
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shift[s] = true
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}
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applyShift := func(seg int) bool {
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if *sceneOffset == 0 {
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return false
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}
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if len(shift) == 0 {
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return true
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}
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return shift[seg]
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}
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want := map[int]bool{}
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for _, s := range splitInts(*regionSegs) {
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want[s] = true
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}
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archive, err := platformpvf.Open(*input)
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if err != nil {
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panic(err)
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}
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raw, err := archive.ReadRaw("etc/storydigest/digest.etc")
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if err != nil {
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panic(err)
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}
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toks := len(raw) / 5
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isSec := func(i int, ref uint32) bool {
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return i < toks && raw[i*5] == 3 && u32(raw[i*5+1:i*5+5]) == ref
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}
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// 抽出每段当前的 [scene] 与 [ending](段序号 1 起)
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sceneBySeg := map[int]uint32{}
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endingBySeg := map[int]uint32{}
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{
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n := 0
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for k := 0; k+1 < toks; k++ {
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if isSec(k, refLevel) {
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n++
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}
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if isSec(k, refEnding) {
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endingBySeg[n] = u32(raw[(k+1)*5+1 : (k+1)*5+5])
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}
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if isSec(k, refScene) && raw[(k+1)*5] == 0 {
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sceneBySeg[n] = u32(raw[(k+1)*5+1 : (k+1)*5+5])
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}
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}
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}
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segIndex := 0
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var out []byte
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i := 0
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for i < toks {
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if isSec(i, refLevel) {
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segIndex++
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out = append(out, raw[i*5:(i+2)*5+5]...)
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i += 3
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continue
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}
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if isSec(i, refScene) {
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out = append(out, raw[i*5:i*5+5]...)
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i++
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for i < toks && raw[i*5] == 0 {
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i++
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}
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var newScene uint32
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if want[segIndex] {
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cur := sceneBySeg[segIndex]
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if applyShift(segIndex) {
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if *sceneOffset >= 0 {
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newScene = cur + uint32(*sceneOffset)
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} else {
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d := uint32(-*sceneOffset)
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if cur > d {
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newScene = cur - d
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} else {
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newScene = 0
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}
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}
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} else {
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newScene = cur
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}
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} else {
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newScene = uint32(*fillerScene)
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}
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out = append(out, tok5(0, newScene)...)
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continue
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}
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out = append(out, raw[i*5:i*5+5]...)
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i++
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}
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fmt.Printf("处理 %d 段,新大小 %d 字节\n", segIndex, len(out))
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// 校验 ending 不变
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nt := len(out) / 5
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oe, ne := []uint32{}, []uint32{}
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for k := 0; k+1 < toks; k++ {
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if isSec(k, refEnding) {
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oe = append(oe, u32(raw[(k+1)*5+1:(k+1)*5+5]))
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}
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}
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for k := 0; k+1 < nt; k++ {
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if out[k*5] == 3 && u32(out[k*5+1:k*5+5]) == refEnding {
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ne = append(ne, u32(out[(k+1)*5+1:(k+1)*5+5]))
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}
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}
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if len(oe) != len(ne) {
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panic("ending 数量不一致")
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}
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for k := range oe {
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if oe[k] != ne[k] {
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panic(fmt.Sprintf("第 %d 个 ending 变了", k+1))
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}
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}
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fmt.Println("[ending] 全部保持原值 ✅")
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// 打印结果
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n := 0
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for k := 0; k+1 < nt; k++ {
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if out[k*5] == 3 && u32(out[k*5+1:k*5+5]) == refLevel {
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n++
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var sc uint32
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for j := k; j+1 < nt; j++ {
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if out[j*5] == 3 && u32(out[j*5+1:j*5+5]) == refScene && out[(j+1)*5] == 0 {
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sc = u32(out[(j+1)*5+1 : (j+1)*5+5])
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break
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}
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}
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mark := "填充"
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if want[n] {
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mark = "区域"
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}
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fmt.Printf(" 段%-3d [scene] %-4d [ending] %-4d %s\n", n, sc, endingBySeg[n], mark)
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}
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}
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if *dry {
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fmt.Println("dry-run,未写文件")
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return
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}
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full := filepath.Join(*dir, "etc", "storydigest", "digest.etc")
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if err := os.MkdirAll(filepath.Dir(full), 0o755); err != nil {
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panic(err)
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}
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if err := os.WriteFile(full, out, 0o644); err != nil {
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panic(err)
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}
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fmt.Println("已写出", full, len(out), "字节")
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}
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func splitInts(s string) []int {
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var out []int
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cur := 0
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has := false
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for _, r := range s {
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if r >= '0' && r <= '9' {
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cur = cur*10 + int(r-'0')
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has = true
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continue
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}
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if has {
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out = append(out, cur)
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cur, has = 0, false
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}
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}
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if has {
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out = append(out, cur)
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}
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return out
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}
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