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fix(handlers): fix softlock on forge purchases and N-points
MSG_CA_EXCHANGE_ITEM and MSG_MHF_USE_UD_SHOP_COIN had Parse() returning
"NOT IMPLEMENTED". The dispatch loop in handlePacketGroup treats any
Parse error as a silent drop — no ACK is sent, causing the client to
wait indefinitely (softlock). Reported on 9.3.0-rc1 for forge item
purchases and Hunting Road N-point interactions.
Fix follows the pattern from d27da5e: parse only the AckHandle, return
nil from Parse, and respond with doAckBufFail so the client's error
branch exits cleanly without reading response fields.
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@@ -10,6 +10,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Fixed
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- Fixed playtime regression across sessions: `updateSaveDataWithStruct` now writes the accumulated playtime back into the binary save blob, preventing each reconnect from loading a stale in-game counter and rolling back progress.
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- Fixed player softlock when buying items at the forge: `MSG_CA_EXCHANGE_ITEM` `Parse()` was returning `NOT IMPLEMENTED`, causing the dispatch loop to drop the packet without sending an ACK. Now parses the `AckHandle` and responds with `doAckBufFail` so the client's error branch exits cleanly.
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- Fixed player softlock on N-points (Hunting Road) interactions: same root cause for `MSG_MHF_USE_UD_SHOP_COIN` — `Parse()` now reads the `AckHandle` and responds with `doAckBufFail`.
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## [9.3.1] - 2026-03-23
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