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
225 lines
9.0 KiB
Go
225 lines
9.0 KiB
Go
package dnfbridge
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import (
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"context"
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"errors"
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"fmt"
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"strconv"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfguardiangem "longheng.io/server/internal/modules/dnf/guardiangem"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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func currentGuardianGemOwner(repositories dnfrepo.Group) (*dnfguardiangem.Owner, error) {
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owner, err := dnfguardiangem.NewOwner(repositories)
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if err != nil {
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return nil, errCurrentGuardianGemTransactionMissing
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}
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return owner, nil
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}
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func currentGuardianGemMutationError(err error) error {
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switch {
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case errors.Is(err, dnfguardiangem.ErrOwnerUnavailable),
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errors.Is(err, dnfguardiangem.ErrCharacterRequired):
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return errors.Join(errCurrentGuardianGemTransactionMissing, err)
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case errors.Is(err, dnfguardiangem.ErrInventoryMissing):
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return errors.Join(errCurrentGuardianGemInventoryMissing, err)
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default:
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return err
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}
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}
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// currentGuardianGemRefusedError marks a commit that was refused *after* the
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// target medal was located and before anything was written or consumed. It
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// carries the medal location so the op829 handler can push the authoritative
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// list row back over the client's optimistic paint. errors.Is/errors.As reach
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// the underlying cause through Unwrap, so existing error checks keep working.
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type currentGuardianGemRefusedError struct {
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err error
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target currentGuardianGemTargetLocation
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}
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func (e *currentGuardianGemRefusedError) Error() string { return e.err.Error() }
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func (e *currentGuardianGemRefusedError) Unwrap() error { return e.err }
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func guardianGemGameplayModule() gameplayModuleDefinition {
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opcode := uint16(dnfenum.CmdPacketUseGem)
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handler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentGuardianGemUse(session, request.Body)
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}
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return gameplayModuleDefinition{
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Name: "guardian-gem",
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LegacyHandlers: map[uint16]gameplayHandler{opcode: handler},
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UpperHandlers: map[uint16]gameplayHandler{
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opcode: defaultClassGameplayHandler(
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"game-current-guardian-gem-use-blocked",
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"current_exe_op829_command_class_mismatch",
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func(service *Service, session *gameSession, body []byte) error {
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return service.handleCurrentGuardianGemUse(session, body)
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},
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),
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},
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LegacyNormalizers: map[uint16]gameplayLegacyNormalizer{
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opcode: func(body []byte) []byte {
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return stripLegacyTransportTrailer(body, currentGuardianGemUseRequestWireSize)
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},
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},
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}
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}
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func (s *Service) handleCurrentGuardianGemUse(session *gameSession, body []byte) error {
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request, err := decodeCurrentGuardianGemUseRequest(body)
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if err != nil {
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s.logGameEvent(session, "game-current-guardian-gem-use-parse-failed", "body_len", len(body), "err", err)
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return nil
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}
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result, err := s.commitCurrentGuardianGemUse(session, request)
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if err != nil {
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s.logGameEvent(session, "game-current-guardian-gem-use-blocked",
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"target_medal_item_id", request.TargetMedalItemID,
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"guardian_gem_source_slot", request.GuardianGemSourceSlot,
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"guardian_gem_item_id", request.GuardianGemItemID,
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"socket_index", request.SocketIndex,
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"reason", err)
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// A refusal that already located the medal must still correct the
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// client: it applies the socket locally before the server answers.
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// Nothing was consumed, so this only restores the authoritative row.
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var refused *currentGuardianGemRefusedError
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if errors.As(err, &refused) {
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return s.sendCurrentGuardianGemMutationRefresh(
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session,
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currentGuardianGemMutationResult{Target: refused.target},
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)
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}
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return nil
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}
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s.logGameEvent(session, "game-current-guardian-gem-use-success",
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"target_medal_item_id", request.TargetMedalItemID,
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"guardian_gem_source_slot", request.GuardianGemSourceSlot,
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"guardian_gem_item_id", request.GuardianGemItemID,
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"socket_index", request.SocketIndex,
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"target_container", result.Target.Container,
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"target_list_type", result.Target.ListType,
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"target_refresh_slot", result.Target.Slot,
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"source_slot", result.Source.Slot)
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// Current NoPack 829/830 only maintains a type-46 UI state table. It is
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// not an acknowledgement nor an item update. The current item-list row is
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// the real client-visible state carrier, so deliberately send no 829 reply.
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return s.sendCurrentGuardianGemMutationRefresh(session, result)
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}
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func (s *Service) commitCurrentGuardianGemUse(session *gameSession, request currentGuardianGemUseRequest) (currentGuardianGemMutationResult, error) {
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if request.GuardianGemSourceSlot > 32767 || !currentGuardianGemPageContains(int16(request.GuardianGemSourceSlot)) {
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return currentGuardianGemMutationResult{}, fmt.Errorf("%w: slot=%d", errCurrentGuardianGemSourceSlotRange, request.GuardianGemSourceSlot)
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}
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if _, err := currentGuardianGemSocketValue(request.GuardianGemItemID); err != nil {
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return currentGuardianGemMutationResult{}, err
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}
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characterID, repositories, catalog, err := s.currentGuardianGemMutationContext(session)
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if err != nil {
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return currentGuardianGemMutationResult{}, err
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}
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gem, err := resolveCurrentGuardianGem(catalog, request.GuardianGemItemID)
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if err != nil {
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return currentGuardianGemMutationResult{}, err
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}
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if _, err := resolveCurrentGuardianGemMedal(catalog, request.TargetMedalItemID); err != nil {
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return currentGuardianGemMutationResult{}, err
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}
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owner, err := currentGuardianGemOwner(repositories)
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if err != nil {
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return currentGuardianGemMutationResult{}, err
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}
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var result currentGuardianGemMutationResult
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// A refusal still has to push the authoritative medal row back: the client
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// paints the socket before the server answers, so without a re-send a
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// rejected gem would look equipped until the next list reload. Nothing is
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// consumed on these paths, so the re-read simply restores the real state.
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var blockedTarget currentGuardianGemTargetLocation
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var blockedTargetKnown bool
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err = owner.Insert(context.Background(), dnfguardiangem.Command{
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CharacterID: characterID,
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Project: func(assets *dnfguardiangem.Assets) (dnfguardiangem.Changes, error) {
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inventory := assets.Inventory
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equipment := assets.Equipment
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equipmentFound := len(equipment.Entries) > 0
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target, err := currentGuardianGemFindTarget(*inventory, *equipment, equipmentFound, request)
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if err != nil {
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return dnfguardiangem.Changes{}, err
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}
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blockedTarget = target
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blockedTargetKnown = true
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if err := currentGuardianGemRejectDuplicateAttribute(inventory, equipment, target, request, catalog, gem); err != nil {
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return dnfguardiangem.Changes{}, err
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}
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if err := currentGuardianGemWriteTarget(inventory, equipment, target, request); err != nil {
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return dnfguardiangem.Changes{}, err
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}
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sourceKey, sourceSlot, err := currentGuardianGemFindMedalBagSource(
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inventory.Slots,
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request.GuardianGemSourceSlot,
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request.GuardianGemItemID,
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)
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if err != nil {
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return dnfguardiangem.Changes{}, err
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}
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source := inventory.Slots[sourceKey]
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if source.Count <= 0 || source.ItemID != int64(request.GuardianGemItemID) {
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return dnfguardiangem.Changes{}, fmt.Errorf("%w: key=%s", errCurrentGuardianGemSourceMissing, sourceKey)
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}
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if source.Count == 1 {
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delete(inventory.Slots, sourceKey)
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} else {
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source.Count--
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currentRefreshStackRawEntry(&source, currentGuardianGemInventoryListType, sourceSlot)
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inventory.Slots[sourceKey] = source
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}
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result = currentGuardianGemMutationResult{
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Target: target,
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Source: currentSocketChangedSlot{ListType: currentGuardianGemInventoryListType, Slot: sourceSlot},
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}
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return dnfguardiangem.Changes{
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InventorySlots: true,
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InventoryWarehouse: target.Container == currentGuardianGemTargetWarehouse,
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Equipment: target.Container == currentGuardianGemTargetEquipped,
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}, nil
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},
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})
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if err != nil {
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wrapped := currentGuardianGemMutationError(err)
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if blockedTargetKnown && errors.Is(err, errCurrentGuardianGemAttributeDuplicate) {
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// The client paints the socket before the server answers, so a
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// refused write still has to push the authoritative medal row back.
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// Nothing was consumed on this path, so the re-read only undoes
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// that optimistic paint. The handler owns the send, because a
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// commit must stay free of I/O.
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return currentGuardianGemMutationResult{}, ¤tGuardianGemRefusedError{err: wrapped, target: blockedTarget}
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}
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return currentGuardianGemMutationResult{}, wrapped
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}
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return result, nil
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}
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func (s *Service) currentGuardianGemMutationContext(session *gameSession) (string, dnfrepo.Group, *pvfDungeonDropCatalog, error) {
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if session == nil || session.selectedCharacterID == 0 {
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return "", dnfrepo.Group{}, nil, errCurrentGuardianGemCharacterMissing
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Inventory == nil || repositories.Equipment == nil {
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return "", dnfrepo.Group{}, nil, errCurrentGuardianGemRepositoryMissing
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}
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if repositories.CharacterItems == nil {
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return "", dnfrepo.Group{}, nil, errCurrentGuardianGemTransactionMissing
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}
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catalog, err := s.currentPVFItemCatalog()
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if err != nil {
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return "", dnfrepo.Group{}, nil, err
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}
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return strconv.Itoa(int(session.selectedCharacterID)), repositories, catalog, nil
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}
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