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
276 lines
9.8 KiB
Go
276 lines
9.8 KiB
Go
package dnfbridge
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import (
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"encoding/binary"
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"sort"
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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/party"
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)
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const (
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currentPartyDirectoryMsgID = uint16(dnfenum.CmdPacketCompleteDisplay)
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currentPartyDirectoryJoin = uint16(dnfenum.CmdPacketEnterWarroom)
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currentPartyDirectoryQuery = uint16(dnfenum.CmdPacketQuickJoinRoom)
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runtimePartyDirectoryRequestModeFull = byte(0)
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runtimePartyDirectoryRequestModeRegion = byte(1)
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)
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// runtimePartyDirectoryRecords takes an immutable, deterministic projection of
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// every active server-side party. Resident channel IDs do not belong in op87:
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// the current EXE interprets that byte as a bounded directory discriminator.
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// party.BuildDirectorySnapshot owns the ordinary-directory discriminator.
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func (s *Service) runtimePartyDirectoryRecords() []party.DirectoryRecord {
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// Importing a pre-rewrite client cache is a one-time compatibility path.
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// The returned directory is nevertheless sourced only from the central
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// manager, never by selecting whichever session cache happens to be read
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// last.
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for _, session := range s.runtimePartyDirectorySessions() {
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s.bootstrapManagedRuntimePartyForSession(session)
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}
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manager := s.runtimePartyManagerForService()
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if manager == nil {
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return nil
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}
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snapshots := manager.Snapshots()
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records := make([]party.DirectoryRecord, 0, len(snapshots))
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for _, snapshot := range snapshots {
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if snapshot.ID == 0 || len(snapshot.Members) == 0 {
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continue
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}
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memberIDs := make([]uint16, 0, len(snapshot.Members))
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for _, member := range snapshot.Members {
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memberIDs = append(memberIDs, member.UserID)
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}
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records = append(records, party.DirectoryRecord{
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PartyID: snapshot.ID,
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SelectionID: snapshot.Settings.SelectionID,
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MemberIDs: memberIDs,
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})
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}
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return records
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}
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func (s *Service) runtimePartyDirectorySessions() []*gameSession {
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if s == nil {
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return nil
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}
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s.mu.Lock()
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sessions := make([]*gameSession, 0, len(s.gameSessions))
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for _, session := range s.gameSessions {
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if session != nil && session.selectedCharacterID != 0 {
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sessions = append(sessions, session)
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}
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}
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s.mu.Unlock()
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sort.Slice(sessions, func(i, j int) bool {
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return sessions[i].selectedCharacterID < sessions[j].selectedCharacterID
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})
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return sessions
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}
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func (s *Service) sendRuntimePartyDirectorySnapshot(session *gameSession, requestMode byte, source string) error {
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if session == nil || session.selectedCharacterID == 0 || session.conn == nil {
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return nil
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}
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records := s.runtimePartyDirectoryRecords()
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body := party.BuildDirectorySnapshot(records)
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s.logPacketEvent("game-party-directory-op87-send",
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"conn_id", session.connID,
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"channel_id", session.channel.ID,
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"source", source,
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"request_mode", requestMode,
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"char_id", session.selectedCharacterID,
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"msg_id", currentPartyDirectoryMsgID,
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"classification", 0,
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"party_count", len(records),
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"directory_type", party.DirectoryTypeOrdinary,
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"body_len", len(body),
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"body_source", "current_exe_sub_1D3F040_directory_type_minus_protected_base_2_and_fixed_28_byte_records")
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return s.sendGameUpperRawClass(session, currentPartyDirectoryMsgID, body, 0)
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}
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func runtimePartyDirectorySessionReady(session *gameSession) bool {
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if session == nil || session.selectedCharacterID == 0 || session.conn == nil {
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return false
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}
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session.townMu.Lock()
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ready := session.townSceneReadyCharacterID == session.selectedCharacterID ||
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session.sceneBootstrapTailSent ||
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session.postStartMapPlayerStateSent
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session.townMu.Unlock()
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return ready && !currentDungeonSceneActive(session)
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}
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func (s *Service) handleRuntimePartyDirectoryRefresh(session *gameSession, body []byte) (bool, error) {
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if len(body) != 1 || !runtimePartyDirectorySessionReady(session) {
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return false, nil
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}
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if isPVPChannel(session.channel) && body[0] <= 1 {
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return true, s.sendCurrentPVPDirectory(session)
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}
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requestMode := body[0]
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source := ""
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switch requestMode {
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case runtimePartyDirectoryRequestModeFull:
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source = "current_exe_op98_full_directory"
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case runtimePartyDirectoryRequestModeRegion:
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source = "current_exe_op98_region_summary"
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default:
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return false, nil
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}
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s.logGameEvent(session, "game-party-directory-refresh-request",
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"type", currentPartyDirectoryQuery,
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"body_len", len(body),
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"request_mode", requestMode,
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"source", source)
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return true, s.sendRuntimePartyDirectorySnapshot(session, requestMode, source)
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}
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func (s *Service) handleRuntimePartyDirectoryJoin(session *gameSession, body []byte) (bool, error) {
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if len(body) != 2 || session == nil || session.selectedCharacterID == 0 ||
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currentDungeonSceneActive(session) {
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return false, nil
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}
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partyID := binary.LittleEndian.Uint16(body)
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targetSession, targetState, found := s.runtimePartyDirectoryTarget(partyID)
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if !found {
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return false, nil
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}
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if targetSession == session || containsRuntimePartyMember(runtimePartyMembers(targetState), session.selectedCharacterID) {
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if err := s.sendGameUpperRawClass(session, currentPartyDirectoryJoin, nil, 0); err != nil {
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return true, err
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}
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return true, s.sendRuntimePartySnapshot(session, targetState)
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}
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state, result, ok := s.createOrJoinManagedRuntimeParty(session, targetSession)
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if !ok {
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s.logGameEvent(session, "game-party-directory-join-rejected",
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"type", currentPartyDirectoryJoin,
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"party_id", partyID,
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"source_char_id", session.selectedCharacterID,
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"reason", result.Reason)
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return true, s.sendGameUpperRawClass(session, currentPartyDirectoryJoin, nil, 0)
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}
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if err := s.sendGameUpperRawClass(session, currentPartyDirectoryJoin, nil, 0); err != nil {
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return true, err
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}
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if err := s.sendManagedRuntimePartySnapshots(state); err != nil {
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return true, err
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}
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s.logGameEvent(session, "game-party-directory-join-complete",
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"type", currentPartyDirectoryJoin,
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"party_id", partyID,
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"source_char_id", session.selectedCharacterID,
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"leader_char_id", state.UserID,
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"member_count", len(runtimePartyMembers(state)))
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return true, nil
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}
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func (s *Service) runtimePartyDirectoryTarget(partyID uint16) (*gameSession, alignedcmd.PartyState, bool) {
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if partyID == 0 || partyID == ^uint16(0) {
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return nil, alignedcmd.PartyState{}, false
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}
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// Make direct op90 joins work even if the requester did not first open the
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// op87 directory panel.
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for _, session := range s.runtimePartyDirectorySessions() {
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s.bootstrapManagedRuntimePartyForSession(session)
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}
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manager := s.runtimePartyManagerForService()
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snapshot, found := manager.SnapshotByID(partyID)
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if !found {
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return nil, alignedcmd.PartyState{}, false
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}
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leader, online := s.onlineGameSession(snapshot.Leader)
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if !online {
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return nil, alignedcmd.PartyState{}, false
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}
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return leader, snapshot.StateFor(snapshot.Leader), true
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}
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// detachRuntimePartySession removes a disconnecting character from its party.
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//
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// When the session still holds a shared party-dungeon binding, the detach goes
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// through the same confirmed town-return projection a walking member uses: the
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// shared dungeon roster drops the row, the survivors get op26 re-pointed at the
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// new leader slot and scene op6 retires the disconnected actor. Without that, a
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// mid-dungeon disconnect left the roster row, the op26 host slot and the
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// client-side model behind -- owner.removeMember has no other caller, and
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// releaseDungeonRuntimePayload only clears the pointer on the departing
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// session's own runtime. unbindGameSession therefore calls this before it
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// releases the dungeon attempt.
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func (s *Service) detachRuntimePartySession(session *gameSession, source string) {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return
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}
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identity, bound := s.boundGameSessionCharacterSnapshot(session)
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if !bound {
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return
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}
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state := runtimePartyStateSnapshot(session)
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if owner, partyState := s.currentDisconnectedPartyDungeonBinding(session); owner != nil &&
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partyState.PartyID > 0 {
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if err := s.detachRuntimePartyDungeonMemberForTownReturn(
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session,
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owner,
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partyState,
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source+"_party_dungeon_session_detach",
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); err != nil {
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s.logWarn("dnfbridge deferred party dungeon member removal during session detach",
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"source", source,
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"char_id", identity.character,
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"party_id", partyState.PartyID,
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"error", err)
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}
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return
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}
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if !s.hasManagedRuntimeParty(session) && state.PartyID <= 0 {
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return
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}
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nextState, _, removed := s.leaveManagedRuntimeParty(identity)
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if !removed {
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storeRuntimePartyState(session, alignedcmd.PartyState{})
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return
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}
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if nextState.PartyID > 0 {
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s.syncRuntimePartyUDPRelay(nextState)
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} else if state.PartyID > 0 {
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s.closeRuntimePartyUDPRelay(state.PartyID)
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}
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if err := s.broadcastRuntimePartyMemberRemoved(session, state, nextState, identity.character, session); err != nil {
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s.logWarn("dnfbridge deferred party member removal during session detach",
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"source", source,
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"char_id", identity.character,
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"party_id", nextState.PartyID,
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"error", err)
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}
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}
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// currentDisconnectedPartyDungeonBinding snapshots the shared party-dungeon
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// binding a session still holds, plus the party roster it belongs to.
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//
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// It has to run before releaseDisconnectedDungeonAttempt: that call retires the
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// runtime and releases its payload, and releaseDungeonRuntimePayload is what
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// clears runtime.partyDungeonOwner. Asking afterwards always answers "no
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// binding", which is why a disconnect inside a party dungeon never reduced the
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// shared roster.
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func (s *Service) currentDisconnectedPartyDungeonBinding(
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session *gameSession,
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) (*runtimePartyDungeonOwner, alignedcmd.PartyState) {
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if s == nil || session == nil {
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return nil, alignedcmd.PartyState{}
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}
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session.dungeon.mu.Lock()
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owner := (*runtimePartyDungeonOwner)(nil)
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if session.dungeon.runtime != nil {
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owner = session.dungeon.runtime.partyDungeonOwner
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}
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session.dungeon.mu.Unlock()
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if owner == nil {
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return nil, alignedcmd.PartyState{}
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}
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return owner, runtimePartyStateSnapshot(session)
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}
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