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
393 lines
17 KiB
Go
393 lines
17 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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"fmt"
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"strconv"
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"strings"
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"time"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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"longheng.io/server/internal/modules/dnf/premium"
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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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const currentPremiumServiceBlobSize = 74
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func premiumGameplayModule() gameplayModuleDefinition {
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serviceOpcode := uint16(dnfenum.CmdPacketPremiumService)
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recoverOpcode := uint16(dnfenum.CmdPacketRecoverStamina)
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crystalUpdateOpcode := uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo)
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crystalConsumeOpcode := uint16(dnfenum.CmdPacketUseLimitCube)
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serviceHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentPremiumService(session, request.Body)
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}
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crystalUpdateHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentCrystalContractUpdate(session, request.Body)
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}
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crystalConsumeHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentLimitedCubeUseRequest(session, request.Body)
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}
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recoverHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentPremiumFreeWeakness(session, request.Body)
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}
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return gameplayModuleDefinition{
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Name: "premium-service",
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LegacyHandlers: map[uint16]gameplayHandler{
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serviceOpcode: serviceHandler,
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// The 解除虚弱 NPC button sends op9 on the legacy path
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// (cmd=1 type=9). Registering it only under UpperHandlers meant
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// the request was received, logged and then dropped with no
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// dispatch at all -- the NPC simply did nothing, and no
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// weakness-recovery event was ever written.
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recoverOpcode: recoverHandler,
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crystalUpdateOpcode: crystalUpdateHandler,
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crystalConsumeOpcode: crystalConsumeHandler,
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},
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UpperHandlers: map[uint16]gameplayHandler{
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serviceOpcode: func(service *Service, session *gameSession, request gameplayRequest) error {
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if !requireDefaultGameplayClassification(
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service,
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session,
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request,
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"game-premium-service-request-blocked",
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"current_exe_op903_command_class_mismatch",
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) {
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return nil
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}
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return serviceHandler(service, session, request)
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},
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recoverOpcode: func(service *Service, session *gameSession, request gameplayRequest) error {
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if !requireDefaultGameplayClassification(
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service,
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session,
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request,
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"game-premium-free-weakness-blocked",
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"current_exe_op9_command_class_mismatch",
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) {
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return nil
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}
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return recoverHandler(service, session, request)
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},
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crystalUpdateOpcode: defaultClassGameplayHandler(
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"game-crystal-contract-selection-request-blocked",
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"current_exe_op535_command_class_mismatch",
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func(service *Service, session *gameSession, body []byte) error {
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return crystalUpdateHandler(service, session, gameplayRequest{Body: body})
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},
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),
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crystalConsumeOpcode: defaultClassGameplayHandler(
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"game-limit-cube-use-request-blocked",
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"current_exe_op338_command_class_mismatch",
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func(service *Service, session *gameSession, body []byte) error {
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return crystalConsumeHandler(service, session, gameplayRequest{Body: body})
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},
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),
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},
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}
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}
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func (s *Service) handleCurrentPremiumService(session *gameSession, body []byte) error {
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// Current EXE action 1 carries a 74-byte blob. sub_206A240 sends slot 3
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// when the seven-buff service is actually applied; account for that daily
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// use before returning the complete authoritative state.
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if len(body) >= 2+currentPremiumServiceBlobSize && binary.LittleEndian.Uint16(body[:2]) == 1 {
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slot := int64(binary.LittleEndian.Uint16(body[2:4]))
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if slot == premium.DevilSlotSevenBuff {
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if err := s.consumeCurrentPremiumServiceDaily(session, slot, s.gameplayNow()); err != nil {
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s.logGameEvent(session, "game-premium-service-use-blocked",
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"slot", slot,
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"reason", err)
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}
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}
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}
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return s.sendCurrentPremiumServiceState(session, "op903_request", currentPremiumServiceTypeForSession(session))
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}
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// handleCurrentPremiumFreeWeakness answers op9, the 解除虚弱状态 NPC action
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// (etc/popupmenu.etc entry 48).
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//
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// The client's u16 says which button was pressed - NoPack sub_30C6B10 sends 1
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// for the 魔王契约 route and 0 for the paid one - but it is a request, not a
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// verdict. The server decides whether the contract is active, whether its daily
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// quota remains, and whether the gold is there; the previous implementation
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// spent the quota purely because the client had asked, and cleared nothing.
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//
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// The answer shape is the current EXE's own: sub_1D11820 reads [ebp+0xC] as the
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// status byte and, on success, calls the condition setter (vtable+0xAD4) with
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// 100 - the only write of that value anywhere in the binary. The failure branch
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// sub_1D11900 reads [ebp+0x10] as a reason code and decodes 0x12 (no weakness)
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// and 0x16 (cannot afford) into their own messages.
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func (s *Service) handleCurrentPremiumFreeWeakness(session *gameSession, body []byte) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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useContract := len(body) >= 2 && binary.LittleEndian.Uint16(body[:2]) == 1
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// The gameplay clock, not the wall clock: the daily quota, the contract
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// expiry and the weakness write must all agree on "now".
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now := s.gameplayNow()
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character, err := s.currentWeaknessCharacter(session)
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if err != nil {
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s.logGameEvent(session, "game-weakness-recovery-blocked", "reason", err)
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), currentWeaknessReasonNotWeakened)
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}
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level := currentWeaknessLevel(character)
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if level == 0 {
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s.logGameEvent(session, "game-weakness-recovery-refused",
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"char_id", session.selectedCharacterID,
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"requested_contract", useContract,
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"reason_code", currentWeaknessReasonNotWeakened,
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"reason", "character_is_not_weakened")
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), currentWeaknessReasonNotWeakened)
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}
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if useContract {
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// Server-side verdict: active contract plus remaining daily quota, and
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// the quota is spent only when the clear actually happens below.
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if err := s.consumeCurrentPremiumServiceDaily(session, premium.DevilSlotFreeWeakness, now); err != nil {
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s.logGameEvent(session, "game-weakness-recovery-refused",
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"char_id", session.selectedCharacterID,
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"slot", premium.DevilSlotFreeWeakness,
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"reason_code", currentWeaknessReasonCannotAfford,
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"reason", err)
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), currentWeaknessReasonCannotAfford)
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}
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if _, _, _, err := s.clearCurrentWeakness(session, 0); err != nil {
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s.logGameEvent(session, "game-weakness-recovery-blocked", "reason", err)
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), currentWeaknessReasonCannotAfford)
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}
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s.logGameEvent(session, "game-weakness-recovery-committed",
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"char_id", session.selectedCharacterID,
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"route", "devil_contract_slot5",
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"exemption", string(currentWeaknessExemptionDevilSlot),
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"cleared_level", level,
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"gold_cost", 0)
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if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketRecoverStamina), nil); err != nil {
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return err
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}
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// The success ACK clears the weakness UI but says nothing about the
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// contract; without this the panel keeps showing the pre-use count.
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return s.sendCurrentPremiumServiceState(session, "devil_contract_free_weakness_after_op9", currentPremiumServiceTypeForSession(session))
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}
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cost := int64(0)
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if table, tableErr := s.currentWeaknessCostTable(); tableErr == nil {
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cost = table.recoveryCost(level, int64(character.Level))
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} else {
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s.logGameEvent(session, "game-weakness-recovery-cost-unavailable", "reason", tableErr)
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}
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clearedLevel, remainingGold, goldSource, err := s.clearCurrentWeakness(session, cost)
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if err != nil {
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reason := currentWeaknessReasonCannotAfford
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if errors.Is(err, errCurrentWeaknessNotWeakened) {
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reason = currentWeaknessReasonNotWeakened
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}
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s.logGameEvent(session, "game-weakness-recovery-refused",
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"char_id", session.selectedCharacterID,
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"gold_cost", cost,
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"reason_code", reason,
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"reason", err)
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), reason)
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}
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s.logGameEvent(session, "game-weakness-recovery-committed",
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"char_id", session.selectedCharacterID,
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"route", "gold",
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"cleared_level", clearedLevel,
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"gold_cost", cost,
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"gold_after", remainingGold,
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"gold_source", string(goldSource))
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if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketRecoverStamina), nil); err != nil {
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return err
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}
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if cost > 0 {
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// The wallet is main-list slot 0, but on this server it is projected
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// from the character's gold column, so an incremental refresh of that
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// slot resolves nothing. Push the wallet the way every other gold
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// spender does. Only a payment that really came out of the legacy
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// inventory row needs that row re-sent instead.
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if goldSource == currentWeaknessGoldSourceLegacySlot {
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return s.sendSelectedIncrementalItemSlotRefreshes(session, "weakness_recovery_gold", []alignedcmd.ItemSlotRefresh{{
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ListType: dnfrepo.MainInventoryListType,
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SlotIndex: 0,
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}})
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}
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return s.sendSelectedMainWalletsRefresh(session, "weakness_recovery_gold")
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}
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return nil
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}
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func (s *Service) currentWeaknessCharacter(session *gameSession) (dnfrepo.CharacterRecord, error) {
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Character == nil {
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return dnfrepo.CharacterRecord{}, errCurrentWeaknessUnavailable
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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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character, found, err := repositories.Character.Load(ctx, strconv.Itoa(int(session.selectedCharacterID)))
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if err != nil {
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return dnfrepo.CharacterRecord{}, err
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}
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if !found {
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return dnfrepo.CharacterRecord{}, errCurrentWeaknessUnavailable
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}
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return character, nil
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}
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func (s *Service) currentPremiumServiceRecords(
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ctx context.Context,
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session *gameSession,
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) (dnfrepo.Group, dnfrepo.AccountRecord, dnfrepo.CharacterRecord, error) {
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Account == nil || repositories.Character == nil {
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return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("premium repositories are unavailable")
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}
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if session == nil || session.selectedCharacterID == 0 {
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return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("premium selected character is missing")
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}
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accountID := strings.TrimSpace(s.accountIDForSession(session))
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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account, found, err := repositories.Account.Load(ctx, accountID)
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if err != nil {
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return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("load premium account: %w", err)
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}
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if !found {
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return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("premium account %q is missing", accountID)
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}
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character, found, err := repositories.Character.Load(ctx, characterID)
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if err != nil {
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return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("load premium character: %w", err)
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}
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if !found || strings.TrimSpace(character.AccountID) != accountID {
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return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("premium character ownership mismatch")
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}
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return repositories, account, character, nil
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}
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func (s *Service) consumeCurrentPremiumServiceDaily(session *gameSession, slot int64, now time.Time) error {
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Account == nil || repositories.CharacterAssets == nil {
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return fmt.Errorf("premium account/character transaction is unavailable")
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}
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if session == nil || session.selectedCharacterID == 0 {
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return fmt.Errorf("premium selected character is missing")
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}
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accountID := strings.TrimSpace(s.accountIDForSession(session))
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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account, found, err := repositories.Account.Load(ctx, accountID)
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if err != nil {
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return fmt.Errorf("load premium account: %w", err)
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}
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if !found {
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return fmt.Errorf("premium account %q is missing", accountID)
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}
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if !premium.Active(account, premium.DevilSlotType(slot), now) {
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return fmt.Errorf("premium slot %d is inactive", slot)
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}
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return repositories.CharacterAssets.WithinCharacterAssets(
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ctx,
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characterID,
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func(
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characters dnfrepo.CharacterRepository,
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_ dnfrepo.InventoryRepository,
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_ dnfrepo.EquipmentRepository,
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) error {
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character, characterFound, loadErr := characters.Load(ctx, characterID)
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if loadErr != nil {
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return fmt.Errorf("load premium character: %w", loadErr)
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}
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if !characterFound || strings.TrimSpace(character.AccountID) != accountID {
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return fmt.Errorf("premium character ownership mismatch")
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}
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if !premium.TryConsumeDaily(&character, slot, now) {
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return fmt.Errorf("premium slot %d daily limit %d reached", slot, premium.DailyLimit(slot))
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}
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return dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats)
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},
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)
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}
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// currentPremiumServiceTypeForSession picks the op903 serviceType for a send that
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// is NOT the login/entry scene tail.
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//
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// serviceType 1 makes the client apply the body to the contract singleton its UI
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// reads and, while its own one-shot "show the contract panel" flag is still
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// armed, open that panel (handler 0x01CFE1D0 -> 0x01CFE2AA). The flag is armed by
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// the client's class1/op4 SELECT_CHARACTER handler and cleared by the first type-1
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// body, so the intended flow is exactly one type-1 send per login: the scene
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// tail's. A session whose tail never ran must not answer with 1, or the panel
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// pops wherever the first such answer lands -- live 2026-09-16T14:23:54Z on conn
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// game-000209 the tail stayed deferred ("wait_for_current_exe_legacy_type1345_u32_2_scene_ready")
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// and an in-dungeon op903 request popped the panel. After the tail consumed the
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// flag, 1 is safe again and keeps the contract UI data fresh.
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func currentPremiumServiceTypeForSession(session *gameSession) uint16 {
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if session != nil && session.premiumPanelFlagConsumed.Load() {
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return premium.ServiceTypePanel
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}
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return premium.ServiceTypeSilent
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}
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func (s *Service) sendCurrentPremiumServiceState(session *gameSession, source string, serviceType uint16) error {
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Account == nil || repositories.Character == nil {
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return fmt.Errorf("premium repositories are unavailable")
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}
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accountID := strings.TrimSpace(s.accountIDForSession(session))
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account, found, err := repositories.Account.Load(ctx, accountID)
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if err != nil {
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return fmt.Errorf("load premium account state: %w", err)
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}
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if !found {
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account = dnfrepo.AccountRecord{}
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}
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character := dnfrepo.CharacterRecord{}
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if session != nil && session.selectedCharacterID != 0 {
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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loaded, characterFound, loadErr := repositories.Character.Load(ctx, characterID)
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if loadErr != nil {
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return fmt.Errorf("load premium character state: %w", loadErr)
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}
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if characterFound {
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if strings.TrimSpace(loaded.AccountID) != accountID {
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return fmt.Errorf("premium character ownership mismatch")
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}
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character = loaded
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}
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}
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// The gameplay clock, not the wall clock: the service-day bucket this body
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// reports usage against has to be the same one consumeCurrentPremiumServiceDaily
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// wrote into, or every fresh use reads back as unused.
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now := s.gameplayNow()
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body := buildCurrentPremiumServiceDataBody(account, character, now, serviceType)
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s.logGameEvent(session, "game-premium-service-state-send",
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"source", source,
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"msg_id", uint16(dnfenum.CmdPacketPremiumService),
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"classification", dnfproto.DefaultChannelClassification,
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"body_len", len(body),
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"service_type", serviceType,
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"slot_count", premium.DevilSlotCount,
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"state_source", "account_expiry_and_character_service_day_usage")
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if err := s.sendGameUpperRawClass(
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session,
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uint16(dnfenum.CmdPacketPremiumService),
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body,
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dnfproto.DefaultChannelClassification,
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); err != nil {
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return err
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}
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if serviceType == premium.ServiceTypePanel && session != nil {
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// The client clears its one-shot panel flag on this body, so every later
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// type-1 send can no longer open the contract panel.
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session.premiumPanelFlagConsumed.Store(true)
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}
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return nil
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}
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