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
237 lines
6.8 KiB
Go
237 lines
6.8 KiB
Go
package dnfbridge
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import (
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"fmt"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfpvp "longheng.io/server/internal/modules/dnf/pvp"
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"time"
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)
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// Each owner keeps one network seat. The selected actor index changes inside
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// that owner's native total-match state; account/session identity never changes.
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type currentPVPTotalMatch struct {
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loaded [currentPVPRoomSeatCount]bool
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selected [currentPVPRoomSeatCount]byte
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defeated [currentPVPRoomSeatCount][3]bool
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choosing bool
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roundStarted time.Time
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kills [currentPVPRoomSeatCount][3]uint32
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reports [currentPVPRoomSeatCount]map[uint16]uint32
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settled [currentPVPRoomSeatCount]*dnfpvp.TotalSnapshot
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phase uint64
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orderSent [currentPVPRoomSeatCount]bool
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}
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func (room *currentPVPRoom) totalCombatants() []int {
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var seats []int
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for seat := range room.members {
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if room.combatant(seat) {
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seats = append(seats, seat)
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}
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}
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return seats
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}
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func newCurrentPVPTotalMatch() *currentPVPTotalMatch {
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m := ¤tPVPTotalMatch{}
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for i := range m.selected {
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m.selected[i] = 255
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}
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return m
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}
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func (s *Service) openCurrentPVPTotalSelectionLocked(room *currentPVPRoom) error {
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m := room.match.total
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m.choosing = true
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m.orderSent = [currentPVPRoomSeatCount]bool{}
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for _, member := range room.members {
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if member != nil {
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if err := s.sendGameUpperRawClass(member.session, 804, nil, 0); err != nil {
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return err
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}
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}
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}
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return s.scheduleCurrentPVPTotalPhaseLocked(room, true)
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}
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func (s *Service) handleCurrentPVPTotalLoadLocked(room *currentPVPRoom, session *gameSession, opcode uint16) error {
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if room.match == nil || room.match.total == nil || opcode != uint16(dnfenum.CmdPacketCompleteLoadPVP) {
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return nil
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}
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seat := room.seatFor(session)
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m := room.match.total
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if !room.combatant(seat) || m.loaded[seat] {
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return nil
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}
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m.loaded[seat] = true
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for _, seat := range room.totalCombatants() {
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if !m.loaded[seat] {
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return nil
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}
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}
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return s.openCurrentPVPTotalSelectionLocked(room)
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}
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func (s *Service) handleCurrentPVPTotalOrder(session *gameSession, body []byte) error {
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if session == nil || len(body) != 1 || body[0] >= 3 {
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return nil
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}
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s.pvpMu.Lock()
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defer s.pvpMu.Unlock()
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room := session.pvpRoom
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if room == nil || s.pvpRooms[room.id] != room || !room.started || room.match == nil || room.match.total == nil || room.match.settlementPending {
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return nil
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}
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seat := room.seatFor(session)
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m := room.match.total
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if !room.combatant(seat) || !m.choosing || !m.loaded[seat] || m.defeated[seat][body[0]] {
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return nil
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}
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// Survivors retain their current actor. A second request in the same
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// selection phase cannot replace an already accepted choice.
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if m.selected[seat] != 255 {
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return nil
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}
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m.selected[seat] = body[0]
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seats := room.totalCombatants()
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if len(seats) != 2 {
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return nil
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}
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for _, n := range seats {
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if m.selected[n] == 255 {
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return nil
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}
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}
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return s.startCurrentPVPTotalRoundLocked(room)
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}
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func (s *Service) startCurrentPVPTotalRoundLocked(room *currentPVPRoom) error {
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m := room.match.total
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seats := room.totalCombatants()
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if len(seats) != 2 {
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return fmt.Errorf("total-match requires two owners")
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}
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var w packetWriter
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for _, n := range seats {
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w.writeUint32(uint32(room.members[n].characterID))
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w.writeByte(m.selected[n])
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}
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for seat, member := range room.members {
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if member != nil && !m.orderSent[seat] {
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if err := s.sendGameUpperRawClass(member.session, 803, w.bytes(), 0); err != nil {
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return err
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}
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m.orderSent[seat] = true
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}
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}
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m.choosing = false
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m.phase++
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m.roundStarted = s.gameplayNow()
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room.match.missionReports = [currentPVPRoomSeatCount]map[uint16]bool{}
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s.ensureGameplayTimeQueue().Cancel(currentPVPTotalPhaseTimerName(room, room.match))
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s.logGameEvent(room.members[seats[0]].session, "game-pvp-total-round-started", "room_id", room.id, "selected", m.selected)
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return nil
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}
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func currentPVPTotalPhaseTimerName(room *currentPVPRoom, match *currentPVPMatch) string {
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return fmt.Sprintf("dnf-pvp-total-phase:%d:%p", room.id, match)
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}
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func (s *Service) scheduleCurrentPVPTotalPhaseLocked(room *currentPVPRoom, selecting bool) error {
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match := room.match
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match.total.phase++
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phase := match.total.phase
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// Native state 15 gives five seconds for selection (3404470). This server
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// watchdog allows loading/network slack; the native client selects normally.
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return s.ensureGameplayTimeQueue().ScheduleAfter(currentPVPTotalPhaseTimerName(room, match), 45*time.Second, func(time.Time) {
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s.pvpMu.Lock()
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defer s.pvpMu.Unlock()
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if s.pvpRooms[room.id] != room || room.match != match || !room.started || match.settlementPending || match.total.phase != phase {
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return
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}
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if !selecting {
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if room.matchingToken != 0 {
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s.closeCurrentPVPMatchingLocked(room, nil)
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} else {
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for _, m := range room.members {
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if m != nil {
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_ = s.returnCurrentPVPMemberToTown(m)
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}
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}
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s.finishCurrentPVPResultLocked(room)
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}
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return
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}
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if !match.total.choosing {
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return
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}
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for _, seat := range room.totalCombatants() {
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if match.total.selected[seat] != 255 {
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continue
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}
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for i, dead := range match.total.defeated[seat] {
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if !dead {
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match.total.selected[seat] = byte(i)
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break
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}
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}
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if match.total.selected[seat] == 255 {
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return
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}
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}
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if err := s.startCurrentPVPTotalRoundLocked(room); err != nil {
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s.logGameEvent(room.members[room.manager].session, "game-pvp-total-watchdog-failed", "error", err)
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}
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})
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}
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func (s *Service) finishCurrentPVPTotalTimeoutLocked(room *currentPVPRoom, session *gameSession, winner byte) error {
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m := room.match.total
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if m.choosing {
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return nil
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}
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for _, seat := range room.totalCombatants() {
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if byte(seat) == winner {
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continue
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}
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index := m.selected[seat]
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if index >= 3 {
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return nil
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}
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m.defeated[seat][index] = true
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m.selected[seat] = 255
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room.match.dead[seat] = m.defeated[seat] == [3]bool{true, true, true}
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for _, member := range room.members {
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if member != nil {
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if err := s.sendGameUpperRawClass(member.session, 46, []byte{byte(seat), 255}, 0); err != nil {
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return err
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}
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}
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}
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}
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if win, done := room.survivingPVPWinner(); done {
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return s.sendCurrentPVPResultLocked(room, session, win)
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}
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return s.openCurrentPVPTotalSelectionLocked(room)
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}
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// A defeated character is exhausted, not the entire three-character team.
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func (s *Service) finishCurrentPVPTotalRoundLocked(room *currentPVPRoom, session *gameSession, seat int) error {
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m := room.match.total
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index := m.selected[seat]
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if index >= 3 || m.choosing || m.defeated[seat][index] {
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return nil
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}
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m.defeated[seat][index] = true
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if m.defeated[seat] == [3]bool{true, true, true} {
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winner, terminal := room.survivingPVPWinner()
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if terminal {
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return s.sendCurrentPVPResultLocked(room, session, winner)
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}
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return nil
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}
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room.match.dead[seat] = false
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m.selected[seat] = 255
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return s.openCurrentPVPTotalSelectionLocked(room)
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}
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