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
202 lines
8.2 KiB
Go
202 lines
8.2 KiB
Go
package dnfbridge
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import (
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"context"
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"strings"
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"time"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// Lazy repair for the Cera shop rename card that ended up in a bag.
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//
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// Background (live incident 2026-10-02/03, character 3333): commodity 100902
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// sold item 2682290 - stackable/cash/chn_character_rename.stk, whose document
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// declares no [action type] - so characterRenameCardKind did not recognize it
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// and the purchase was classified as an ordinary stackable. The card went into
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// the bag, the character never received the pending-rename entitlement, and the
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// client will not send op509 for a bag item that does not declare the action
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// type. The purchase bought nothing.
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//
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// characterRenameCardKind now recognizes the shop product by its path, so new
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// purchases are consumed at checkout and never reach a bag. This file only
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// cleans up the copies that are already sitting in bags.
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//
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// Rules, confirmed with the operator:
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// - a character inside the 90-day rename cooldown is left completely alone
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// (arming it would produce a character that is forced to rename but is not
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// allowed to, which locks the account out of the game);
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// - once the cooldown has passed and the card is still in the bag, the card is
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// deleted and the pending-rename entitlement is armed.
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const currentCharacterRenameShopCardItemID int64 = 2682290
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// currentCeraShopRenameProductCommodityID is the Cera-shop commodity that sells
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// that item (etc/cerashop.etc: `100902 2682290 1 0 0 8800`). It is only used by
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// diagnostics and tests - the runtime recognizes the product by the item it
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// resolves to, never by the commodity number.
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const currentCeraShopRenameProductCommodityID uint32 = 100902
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// currentCharacterRenameShopCardStatus is the per-character outcome, used for
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// logging and asserted by tests. A character with nothing to repair reports
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// currentCharacterRenameShopCardNone.
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type currentCharacterRenameShopCardStatus int
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const (
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currentCharacterRenameShopCardNone currentCharacterRenameShopCardStatus = iota
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currentCharacterRenameShopCardRepaired
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currentCharacterRenameShopCardCooldown
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)
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// repairCurrentCharacterRenameShopCardsForAccount is the lazy entry point: every
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// login the character selector loads the account's roster through
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// listCharactersWithLimit, and any character still holding the shop card is
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// repaired there, before the roster rows are built - so the next character
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// select already projects the pending-rename marker.
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//
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// It reports whether any durable state changed, so the caller only pays for a
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// re-read of the roster when there was actually something to repair.
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func (s *Service) repairCurrentCharacterRenameShopCardsForAccount(ctx context.Context, accountID string, characters []dnfrepo.CharacterRecord) bool {
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if s == nil || len(characters) == 0 {
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return false
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Inventory == nil || repositories.Character == nil {
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return false
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}
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now := s.gameplayNow().UTC()
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repaired := false
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for _, character := range characters {
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characterID := strings.TrimSpace(character.CharacterID)
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if characterID == "" {
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continue
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}
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status, cardCount, cooldownUntil, err := s.repairCurrentCharacterRenameShopCards(ctx, repositories, characterID, now)
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if err != nil {
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s.logPacketEvent("game-character-rename-card-bag-repair-failed",
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"character_id", characterID, "error", err)
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continue
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}
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switch status {
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case currentCharacterRenameShopCardRepaired:
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repaired = true
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s.logPacketEvent("game-character-rename-card-bag-repaired",
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"character_id", characterID,
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"cards", cardCount,
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"entitlement", 1,
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"sequence", "bag_card_deleted_then_rename_armed")
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case currentCharacterRenameShopCardCooldown:
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// Report only: the operator asked for no action at all inside the
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// window. The card stays where it is and is retried on a later login
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// once the window has passed.
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s.logPacketEvent("game-character-rename-card-bag-repair-deferred",
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"character_id", characterID,
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"cards", cardCount,
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"cooldown_until_unix", cooldownUntil,
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"reason", "rename_cooldown_active")
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}
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}
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return repaired
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}
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// repairCurrentCharacterRenameShopCards deletes the shop rename card from one
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// character's main inventory and arms the pending-rename entitlement in a single
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// transaction, so a failure can never take the card without granting the
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// entitlement. It is idempotent: the entitlement is written as exactly 1, never
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// incremented, so repeated logins cannot stack entitlements.
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//
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// The inventory repository is deliberately the plain one rather than the
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// Cera-shop transaction scope: this repair owns no Cera purchase, and the plain
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// inventory scope is what every other mutation of a bag row already uses.
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func (s *Service) repairCurrentCharacterRenameShopCards(
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ctx context.Context,
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repositories dnfrepo.Group,
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characterID string,
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now time.Time,
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) (currentCharacterRenameShopCardStatus, int, int64, error) {
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if repositories.Inventory == nil || repositories.Character == nil || strings.TrimSpace(characterID) == "" {
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return currentCharacterRenameShopCardNone, 0, 0, errCurrentCeraShopOwnerUnavailable
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}
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inventory, found, err := repositories.Inventory.Load(ctx, characterID)
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if err != nil {
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return currentCharacterRenameShopCardNone, 0, 0, err
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}
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if !found || strings.TrimSpace(inventory.CharacterID) != characterID {
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return currentCharacterRenameShopCardNone, 0, 0, nil
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}
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slots, cardCount := currentCharacterRenameShopCardSlots(inventory)
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if cardCount == 0 {
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return currentCharacterRenameShopCardNone, 0, 0, nil
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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 currentCharacterRenameShopCardNone, cardCount, 0, err
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}
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if !found || strings.TrimSpace(character.CharacterID) != characterID {
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return currentCharacterRenameShopCardNone, cardCount, 0, nil
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}
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cooldownUntil := int64(0)
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if character.Stats != nil {
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if lastRename := character.Stats[currentCharacterRenameLastUnixStat]; lastRename > 0 {
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cooldownUntil = lastRename + int64(currentCharacterRenameCooldown/time.Second)
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if now.Unix() < cooldownUntil {
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return currentCharacterRenameShopCardCooldown, cardCount, cooldownUntil, nil
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}
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}
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}
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// Nothing to do if the character is already armed, but the stray card must
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// still go: otherwise the player keeps a bag item the client will not use.
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grantEntitlement := character.Stats == nil || character.Stats[currentCharacterRenameEntitlementStat] == 0
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for _, key := range slots {
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delete(inventory.Slots, key)
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}
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if grantEntitlement {
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if character.Stats == nil {
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character.Stats = make(map[string]int64, 2)
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}
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character.Stats[currentCharacterRenameEntitlementStat] = 1
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character.UpdatedAt = now
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}
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inventory.UpdatedAt = now
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if grantEntitlement {
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if err := dnfrepo.SaveCharacterFields(ctx, repositories.Character, character, dnfrepo.CharacterFieldStats); err != nil {
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return currentCharacterRenameShopCardNone, cardCount, cooldownUntil, err
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}
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}
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if err := dnfrepo.SaveInventoryFields(ctx, repositories.Inventory, inventory, dnfrepo.InventoryFieldSlots); err != nil {
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return currentCharacterRenameShopCardNone, cardCount, cooldownUntil, err
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}
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return currentCharacterRenameShopCardRepaired, cardCount, cooldownUntil, nil
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}
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// currentCharacterRenameShopCardSlots returns the main-inventory keys holding the
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// shop rename card and how many cards they add up to. Only the main bag is
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// considered: the shop delivers there, and every other container (personal
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// cargo, account cargo, mail attachments) holds items the player moved or was
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// sent deliberately.
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func currentCharacterRenameShopCardSlots(inventory dnfrepo.InventoryRecord) ([]string, int) {
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if len(inventory.Slots) == 0 {
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return nil, 0
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}
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// Slot keys are "<listType>:<slot>" (see currentCeraShopInventorySlotKey).
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mainBagPrefix := currentCeraShopInventorySlotKey(dnfrepo.MainInventoryListType, 0)
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mainBagPrefix = mainBagPrefix[:strings.IndexByte(mainBagPrefix, ':')+1]
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var keys []string
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count := 0
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for key, stack := range inventory.Slots {
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if stack.ItemID != currentCharacterRenameShopCardItemID || stack.Count <= 0 {
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continue
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}
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if !strings.HasPrefix(key, mainBagPrefix) {
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continue
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}
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keys = append(keys, key)
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count += int(stack.Count)
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}
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return keys, count
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}
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