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
403 lines
17 KiB
Go
403 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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"math"
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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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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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dnfquest "longheng.io/server/internal/modules/dnf/quest"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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const currentAcceptQuestRequestBodySize = 4
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// currentAcceptQuestReplayKey identifies an already-acknowledged active
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// quest in one TCP session. A quest cannot be accepted twice while active, so
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// no later player action can legitimately need another same-session accept
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// ACK for this key.
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type currentAcceptQuestReplayKey struct {
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characterID uint16
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questID uint16
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}
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func newCurrentAcceptQuestReplayKey(characterID uint16, request dnfquest.QuestIDRequest) currentAcceptQuestReplayKey {
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return currentAcceptQuestReplayKey{characterID: characterID, questID: request.QuestID}
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}
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func (session *gameSession) currentAcceptQuestReplaySuppressed(key currentAcceptQuestReplayKey) bool {
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if session == nil {
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return false
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}
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session.questReplay.acceptMu.Lock()
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defer session.questReplay.acceptMu.Unlock()
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_, ok := session.questReplay.acceptAcknowledged[key]
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return ok
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}
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func (session *gameSession) suppressCurrentAcceptQuestReplay(key currentAcceptQuestReplayKey) {
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if session == nil {
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return
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}
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session.questReplay.acceptMu.Lock()
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defer session.questReplay.acceptMu.Unlock()
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if session.questReplay.acceptAcknowledged == nil {
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session.questReplay.acceptAcknowledged = make(map[currentAcceptQuestReplayKey]struct{}, 1)
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}
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session.questReplay.acceptAcknowledged[key] = struct{}{}
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}
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func (session *gameSession) clearCurrentAcceptQuestReplay(key currentAcceptQuestReplayKey) {
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if session == nil {
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return
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}
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session.questReplay.acceptMu.Lock()
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defer session.questReplay.acceptMu.Unlock()
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delete(session.questReplay.acceptAcknowledged, key)
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}
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// shouldSuppressKnownQuestReplayBeforeGameUpperLog avoids logging an already
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// acknowledged terminal quest packet at retry-loop speed. It accepts only the
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// exact current plaintext request shapes; malformed or changed requests keep
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// their normal logging and validation path.
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func shouldSuppressKnownQuestReplayBeforeGameUpperLog(session *gameSession, msgID uint16, classification byte, body []byte) bool {
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if session == nil || classification != dnfproto.DefaultChannelClassification {
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return false
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}
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switch msgID {
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case uint16(dnfenum.CmdPacketAcceptQuest):
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if len(body) != currentAcceptQuestRequestBodySize ||
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binary.LittleEndian.Uint16(body[:2]) != uint16(dnfenum.CmdPacketAcceptQuest) {
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return false
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}
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request, err := dnfquest.DecodeQuestIDRequest(body)
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return err == nil && session.currentAcceptQuestReplaySuppressed(newCurrentAcceptQuestReplayKey(session.selectedCharacterID, request))
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case uint16(dnfenum.CmdPacketGiveupQuest):
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if len(body) != currentGiveUpQuestRequestBodySize ||
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binary.LittleEndian.Uint16(body[:2]) != uint16(dnfenum.CmdPacketGiveupQuest) {
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return false
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}
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request, err := dnfquest.DecodeQuestIDRequest(body)
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return err == nil && session.currentGiveUpQuestReplaySuppressed(newCurrentGiveUpQuestReplayKey(session.selectedCharacterID, request))
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case uint16(dnfenum.CmdPacketSetQuestTrigger):
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if !currentSetQuestTriggerRequestBodyValid(body) {
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return false
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}
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request, err := dnfquest.DecodeSetTriggerRequest(body)
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return err == nil && session.currentSetQuestTriggerReplaySuppressed(newCurrentSetQuestTriggerReplayKey(session.selectedCharacterID, request))
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default:
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return false
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}
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}
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// activateAutoNextQuestDirect activates a direct PVF story successor without
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// going through the op31 scene-initialization suppression. The caller is
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// already past the completed-dungeon settlement, so this is a server-driven
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// continuation, not a login-time passive quest echo.
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func (s *Service) activateAutoNextQuestDirect(ctx context.Context, session *gameSession, questID uint32) error {
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if s == nil || session == nil || session.selectedCharacterID == 0 || questID == 0 {
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return nil
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}
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catalog, err := s.loadQuestCatalog(ctx)
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if err != nil {
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return fmt.Errorf("load quest catalog: %w", err)
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Character == nil || repositories.Quest == nil {
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return fmt.Errorf("quest repositories are unavailable")
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}
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_, _, character, found := s.selectedCharacterForEnter(ctx, session)
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if !found {
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return fmt.Errorf("selected character %d is unavailable", session.selectedCharacterID)
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}
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job, validJob := characterJobByte(character)
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if !validJob || character.Level <= 0 {
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return fmt.Errorf("selected character job/level is invalid")
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}
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owner, err := dnfquest.NewOwner(repositories)
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if err != nil {
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return fmt.Errorf("create quest owner: %w", err)
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}
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result, err := owner.ApplyAccept(ctx, catalog, dnfquest.CharacterEligibility{
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Level: character.Level,
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Job: int(job),
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GrowType: int(numericCharacterStatValue(character, "grow_type")),
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}, dnfquest.NewQuestIDCommand(alignedcmd.Request{
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AccountID: s.accountIDForSession(session),
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SelectedCharacterID: session.selectedCharacterID,
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}, "auto_next_story_accept", dnfquest.QuestIDRequest{QuestID: uint16(questID)}))
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if err != nil {
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return fmt.Errorf("accept quest %d: %w", questID, err)
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}
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ackBody, err := buildCurrentAcceptQuestSuccessBody(result)
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if err != nil {
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return fmt.Errorf("build quest accept ack: %w", err)
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}
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if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketAcceptQuest), ackBody); err != nil {
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return fmt.Errorf("send quest accept ack: %w", err)
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}
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return nil
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}
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func (s *Service) handleCurrentAcceptQuest(session *gameSession, body []byte) error { if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if len(body) != currentAcceptQuestRequestBodySize || binary.LittleEndian.Uint16(body[:2]) != uint16(dnfenum.CmdPacketAcceptQuest) {
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s.logGameEvent(session, "game-upper-accept-quest-blocked",
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"body_len", len(body),
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"reason", "current_exe_op31_requires_exact_echo_and_quest_id")
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return nil
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}
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request, err := dnfquest.DecodeQuestIDRequest(body)
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if err != nil {
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s.logGameEvent(session, "game-upper-accept-quest-blocked",
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"body_len", len(body),
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"reason", "request_decode_failed",
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"error", err)
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return nil
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}
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replayKey := newCurrentAcceptQuestReplayKey(session.selectedCharacterID, request)
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if session.currentAcceptQuestReplaySuppressed(replayKey) {
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return nil
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}
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if suppressed, readiness, routeStage := s.suppressSceneInitializationAcceptQuestRequest(session); suppressed {
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s.logGameEvent(session, "game-upper-accept-quest-scene-initialization-request-suppressed",
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"quest_id", request.QuestID,
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"route_stage", routeStage,
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"scene_readiness", readiness,
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"reason", "login_or_scene_initialization_trigger_is_not_player_accept_intent",
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"response", "none",
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"quest_mutation", "none",
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"preserved_scope", "player_accept_after_scene_actor_ready")
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return nil
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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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catalog, err := s.loadQuestCatalog(ctx)
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if err != nil {
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s.logGameEvent(session, "game-upper-accept-quest-blocked",
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"quest_id", request.QuestID,
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"reason", "quest_catalog_unavailable",
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"error", err)
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return nil
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Character == nil || repositories.Quest == nil {
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s.logGameEvent(session, "game-upper-accept-quest-blocked",
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"quest_id", request.QuestID,
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"reason", "character_or_quest_repository_unavailable")
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return nil
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}
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_, _, character, found := s.selectedCharacterForEnter(ctx, session)
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if !found {
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s.logGameEvent(session, "game-upper-accept-quest-blocked",
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"quest_id", request.QuestID,
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"reason", "selected_character_not_found")
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return nil
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}
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job, validJob := characterJobByte(character)
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if !validJob || character.Level <= 0 {
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s.logGameEvent(session, "game-upper-accept-quest-blocked",
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"quest_id", request.QuestID,
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"job", character.Job,
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"level", character.Level,
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"reason", "selected_character_job_or_level_invalid")
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return nil
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}
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owner, err := dnfquest.NewOwner(repositories)
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if err != nil {
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return fmt.Errorf("create quest owner: %w", err)
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}
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var allocateItem dnfquest.FinishItemAllocator
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if definition, known := catalog.Find(int64(request.QuestID)); known && definition.HasDependGiveItem {
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itemCatalog, catalogErr := s.currentPVFItemCatalog()
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if catalogErr != nil {
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s.logGameEvent(session, "game-upper-accept-quest-blocked",
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"quest_id", request.QuestID,
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"reason", "pvf_event_item_catalog_unavailable",
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"error", catalogErr)
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return nil
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}
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mainSlotCount := uint16(0)
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if repositories.Settings != nil {
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containerState := s.loadCurrentItemListContainerState(ctx, repositories.Settings, character.CharacterID, dnfrepo.MainInventoryListType)
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mainSlotCount = containerState.MainSlotCount
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}
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allocateItem = currentQuestFinishItemAllocator(itemCatalog, mainSlotCount)
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}
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result, err := owner.ApplyAcceptWithItems(ctx, catalog, dnfquest.CharacterEligibility{
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Level: character.Level,
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Job: int(job),
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GrowType: int(numericCharacterStatValue(character, "grow_type")),
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}, dnfquest.NewQuestIDCommand(alignedcmd.Request{
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AccountID: s.accountIDForSession(session),
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SelectedCharacterID: session.selectedCharacterID,
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}, "accept_quest", request), allocateItem)
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if err != nil {
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s.logGameEvent(session, "game-upper-accept-quest-blocked",
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"quest_id", request.QuestID,
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"job", job,
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"level", character.Level,
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"reason", "pvf_db_accept_preflight_or_persist_failed",
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"error", err)
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if errors.Is(err, dnfquest.ErrQuestNotAcceptable) {
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// The current client can repeat a passive op31 for a quest that was
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// already activated/completed by the PVF quest graph. Returning
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// current failure 23 for every such repeat opens the unsolicited
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// "cannot accept quest" popup after login. Keep this exact state
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// mismatch silent: it performs no mutation and does not disable the
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// ordinary eligible, player-driven accept path below.
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s.logGameEvent(session, "game-upper-accept-quest-passive-repeat-suppressed",
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"quest_id", request.QuestID,
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"job", job,
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"level", character.Level,
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"response", "none",
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"quest_mutation", "none",
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"reason", "known_quest_not_currently_acceptable_passive_client_repeat")
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return nil
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}
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if errors.Is(err, dnfquest.ErrQuestDefinitionMissing) ||
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errors.Is(err, dnfquest.ErrQuestInitialTriggerUnsupported) {
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// Current EXE sub_1D29B40 consumes no op31-specific failure
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// fields. Error 23 selects the current "cannot accept quest"
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// client resource. Repository/transaction gaps do not use this
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// business error because their state is not closed.
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return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketAcceptQuest), 23)
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}
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return nil
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}
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if !result.Idempotent {
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// ApplyAccept has committed a new active generation. Drop only this
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// character/quest's terminal op33 keys before any response write so a
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// retryable quest cannot inherit a stale same-session feedback-loop gate.
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session.clearCurrentSetQuestTriggerReplayForQuest(session.selectedCharacterID, result.QuestID)
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}
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if result.Idempotent {
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// Current NoPack's class1/op31 success reader sub_1D29B40 consumes the
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// same u16 quest + u32 trigger + u8 item-count body for a persisted
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// active quest. ACK it once with the DB state, but do not append op574:
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// a fresh snapshot here is the feedback loop observed in live traffic.
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body, buildErr := buildCurrentAcceptQuestSuccessBody(result)
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if buildErr != nil {
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return buildErr
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}
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s.logGameEvent(session, "game-upper-accept-quest-idempotent-ack-send",
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"quest_id", result.QuestID,
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"init_trigger", result.InitTrigger,
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"pvf_path", result.PVFPath,
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"quest_type", result.QuestType,
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"msg_id", uint16(dnfenum.CmdPacketAcceptQuest),
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"classification", dnfproto.DefaultChannelClassification,
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"plain_body_len", len(body)+1,
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"response", "current_exe_op31_success_no_op574",
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"quest_mutation", "none",
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"body_source", "current_exe_sub_1D29B40_persisted_active_quest_state")
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if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketAcceptQuest), body); err != nil {
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return err
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}
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session.clearCurrentGiveUpQuestReplay(newCurrentGiveUpQuestReplayKey(session.selectedCharacterID, request))
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session.suppressCurrentAcceptQuestReplay(replayKey)
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return nil
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}
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ackBody, err := buildCurrentAcceptQuestSuccessBody(result)
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if err != nil {
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return err
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}
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s.logGameEvent(session, "game-upper-accept-quest-success-send",
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"quest_id", result.QuestID,
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"init_trigger", result.InitTrigger,
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"event_item_count", len(result.EventItems),
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"idempotent", result.Idempotent,
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"pvf_path", result.PVFPath,
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"quest_type", result.QuestType,
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"msg_id", uint16(dnfenum.CmdPacketAcceptQuest),
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"classification", dnfproto.DefaultChannelClassification,
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"plain_body_len", len(ackBody)+1,
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"body_source", "current_exe_sub_1D29B40_and_pvf_db_accept_owner")
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if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketAcceptQuest), ackBody); err != nil {
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return err
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}
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// The op31 ACK activates the quest model, while op574 replaces only the
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// active trigger rows. The current client's route guide and dungeon-task
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// marker are rebuilt from the all-task op21 definition list, and the
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// completed-quest bitmap (op356) is part of its task/NPC visibility model.
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// A successor recovered by task-manual bulk completion or a level threshold
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// has never owned an active HUD generation: with op574 alone it is durable
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// and visible but has no route guidance until character re-selection runs
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// the full login snapshots. Publish the same authoritative order the
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// post-town-transition projection already uses: op21, then op574, then
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// op356. This is projection-only and never mutates quest persistence.
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s.logGameEvent(session, "game-upper-accept-quest-task-guide-refresh-send",
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"quest_id", result.QuestID,
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"sequence", "op31_then_op21_then_op574_then_optional_op356",
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"reason", "newly_active_quest_requires_fresh_route_guide_owner_and_completed_visibility")
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if err := s.sendCurrentAcceptableQuestListOnlyForSession(session, "current_exe_op31_after_persisted_success_ack_task_guide"); err != nil {
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return err
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}
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if err := s.sendCurrentActiveQuestSnapshotForSession(session, "current_exe_op31_after_acceptable_op21"); err != nil {
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return err
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}
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if _, err := s.sendCurrentPersistedClearQuestListIfCompleted(
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ctx,
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session,
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repositories,
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"current_exe_op31_after_task_snapshots_completed_visibility",
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); err != nil {
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return err
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}
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session.clearCurrentGiveUpQuestReplay(newCurrentGiveUpQuestReplayKey(session.selectedCharacterID, request))
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session.suppressCurrentAcceptQuestReplay(replayKey)
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return nil
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}
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func buildCurrentAcceptQuestSuccessBody(result dnfquest.AcceptResult) ([]byte, error) {
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if result.QuestID == 0 || len(result.EventItems) > math.MaxUint8 {
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return nil, fmt.Errorf("current EXE accept-quest ACK shape is invalid")
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}
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var payload packetWriter
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payload.writeUint16(result.QuestID)
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payload.writeUint32(result.InitTrigger)
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payload.writeByte(byte(len(result.EventItems)))
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for _, item := range result.EventItems {
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if item.ItemID <= 0 || item.ItemID > math.MaxUint32 || item.CountOrSeed == 0 {
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return nil, fmt.Errorf("current EXE accept-quest event item is invalid: item=%d", item.ItemID)
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}
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payload.writeUint16(item.SlotIndex)
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payload.writeUint32(uint32(item.ItemID))
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payload.writeUint32(item.CountOrSeed)
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}
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return payload.bytes(), nil
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}
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// suppressSceneInitializationAcceptQuestRequest keeps quest acceptance
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// reactive to player input. An op31 emitted while login/scene initialization
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// is still constructing the selected actor is a passive client-side effect of
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// that initialization, not evidence of a click. This covers cold first-login
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// and tutorial/dungeon routes as well as the ordinary initial-town route. The
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// request receives no response and cannot mutate quest state. Once the actor is
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// fully ready, the normal player-driven op31 path remains available.
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func (s *Service) suppressSceneInitializationAcceptQuestRequest(session *gameSession) (bool, string, currentInitialTownRouteStage) {
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if session == nil {
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return false, "session_missing", currentInitialTownRouteIdle
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}
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ready, readiness := s.currentSceneActorReadyForState(session)
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session.townMu.Lock()
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stage := session.initialTownRouteStage
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townSceneReady := session.townSceneReadyCharacterID != 0 &&
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session.townSceneReadyCharacterID == session.selectedCharacterID
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session.townMu.Unlock()
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// The one-shot initial-town route is intentionally reset to idle after a
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// normal area movement or a completed-dungeon return. Its dedicated town
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// readiness marker still proves that the selected actor was fully built.
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// Treating op31 in that state as initialization noise silently discarded
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// genuine task-manual clicks.
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if townSceneReady {
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return false, "town_scene_player_state_finalized", stage
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}
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return session.selectedCharacterID != 0 && !ready, readiness, stage
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}
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