pre cw with probe and a bunch script to read game behavior
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@@ -0,0 +1,48 @@
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package sdkserver
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import (
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"fmt"
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"math"
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"gac-hkrpg-go/internal/common"
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)
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// Final packets omit detailed statistics on this Client. Attach the native
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// snapshot only to an already received result with the same counters and team.
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// Keep the server's outcome, scene identity and monster analysis.
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func saveFinalBattleDetails(details *common.BattleReport) error {
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base, err := common.LoadLatestBattleReport()
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if err != nil {
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return fmt.Errorf("completed battle result is not available yet")
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}
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if details == nil || details.TotalBattleTurns != base.TotalBattleTurns ||
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math.Abs(details.CostTime-base.CostTime) > 0.001 ||
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(details.StageID != 0 && details.StageID != base.StageID) ||
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(details.BattleID != 0 && details.BattleID != base.BattleID) ||
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len(details.Avatars) != len(base.Avatars) {
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return fmt.Errorf("native statistics do not match the completed battle")
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}
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ids := make(map[uint32]bool, len(base.Avatars))
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slots := make(map[uint32]*uint32, len(base.Avatars))
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for _, a := range base.Avatars {
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if a != nil {
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ids[a.AvatarID] = true
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slots[a.AvatarID] = a.Slot
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}
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}
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for _, a := range details.Avatars {
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if a == nil || !ids[a.AvatarID] {
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return fmt.Errorf("native statistics team does not match the completed battle")
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}
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delete(ids, a.AvatarID)
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if a.Slot == nil {
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a.Slot = slots[a.AvatarID]
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}
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}
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if len(ids) != 0 {
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return fmt.Errorf("native statistics team is incomplete")
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}
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base.Avatars = details.Avatars
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base.TeamTotalDamage, base.TeamTotalHeal, base.TeamTotalShield = details.TeamTotalDamage, details.TeamTotalHeal, details.TeamTotalShield
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return common.SaveBattleReport(base)
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}
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