DNF90 服务端与启动器完整源码(含 GM 工具功能增强)

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
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hanfuit committed 2026-11-04 14:31:55 +08:00
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// Command honorprobe dumps the real etc/honorlevel.etc tables and replays one
// character's durable HonorExpert state against them.
//
// Why it exists: the dungeon settlement feeds a run's post-cap experience into
// honor.Tables.AdvanceExpert, and AdvanceExpert begins with ResolveExpert -- a
// STRICT validator. A character whose stored (level, progress) pair violates the
// table's invariant therefore cannot settle a dungeon at all, which the player
// sees as "killed the boss, no result, stuck inside the dungeon".
//
// Usage:
//
// go run ./cmd/scratch/honorprobe <Script.pvf> [level:progress ...]
//
// With no level:progress pairs it probes the boundaries (0, 1, the last rows,
// and the maximum level).
package main
import (
"fmt"
"os"
"strconv"
"strings"
dnfhonor "longheng.io/server/internal/modules/dnf/honor"
platformpvf "longheng.io/server/internal/platform/pvf"
)
func main() {
if len(os.Args) < 2 {
fmt.Fprintln(os.Stderr, "usage: honorprobe <Script.pvf> [level:progress ...]")
os.Exit(2)
}
archive, err := platformpvf.Open(os.Args[1])
if err != nil {
fmt.Fprintln(os.Stderr, "open pvf:", err)
os.Exit(1)
}
tables, err := dnfhonor.LoadTables(archive)
if err != nil {
fmt.Fprintln(os.Stderr, "load honor tables:", err)
os.Exit(1)
}
fmt.Printf("snapshot: %+v\n", tables.Snapshot())
rows := tables.ExpertExperienceRows()
fmt.Printf("expert experience rows: %d (maximum expert level = %d)\n", len(rows), len(rows))
fmt.Println("-- grade info --")
for _, grade := range tables.ExpertGrades() {
fmt.Printf(" grade=%d name=%q min=%d max=%d\n", grade.Grade, grade.Name, grade.MinLevel, grade.MaxLevel)
}
fmt.Println("-- selected rows --")
probe := []int{0, 1, 2, 90, 91, 92, 93, 94, len(rows) - 3, len(rows) - 2, len(rows) - 1}
for _, level := range probe {
if level < 0 || level >= len(rows) {
continue
}
fmt.Printf(" row[%d] level=%d required=%d\n", level, rows[level].Level, rows[level].Experience)
}
// Cross-check: rows must be strictly increasing for the advance loop to
// terminate sensibly; report any place where level N's requirement is not
// greater than level N-1's.
nonIncreasing := 0
for i := 1; i < len(rows); i++ {
if rows[i].Experience <= rows[i-1].Experience {
if nonIncreasing < 10 {
fmt.Printf(" ! non-increasing: level %d required=%d <= level %d required=%d\n",
rows[i].Level, rows[i].Experience, rows[i-1].Level, rows[i-1].Experience)
}
nonIncreasing++
}
}
fmt.Printf(" non-increasing transitions: %d\n", nonIncreasing)
states := make([]dnfhonor.ExpertProgress, 0, len(os.Args)-2)
for _, raw := range os.Args[2:] {
parts := strings.SplitN(raw, ":", 2)
if len(parts) != 2 {
fmt.Fprintf(os.Stderr, "bad level:progress %q\n", raw)
os.Exit(2)
}
level, err1 := strconv.ParseUint(parts[0], 10, 32)
progress, err2 := strconv.ParseUint(parts[1], 10, 64)
if err1 != nil || err2 != nil {
fmt.Fprintf(os.Stderr, "bad level:progress %q\n", raw)
os.Exit(2)
}
states = append(states, dnfhonor.ExpertProgress{Level: uint32(level), CurrentLevelExperience: progress})
}
if len(states) == 0 {
states = []dnfhonor.ExpertProgress{
{Level: 0, CurrentLevelExperience: 0},
{Level: 1, CurrentLevelExperience: 0},
{Level: uint32(len(rows) - 1), CurrentLevelExperience: rows[len(rows)-2].Experience - 1},
{Level: uint32(len(rows)), CurrentLevelExperience: 0},
{Level: uint32(len(rows)), CurrentLevelExperience: 1},
{Level: uint32(len(rows)) + 1, CurrentLevelExperience: 0},
}
}
fmt.Println("-- replay --")
for _, state := range states {
resolved, resolveErr := tables.ResolveExpert(state)
fmt.Printf(" ResolveExpert(%d:%d) -> %d:%d err=%v\n",
state.Level, state.CurrentLevelExperience,
resolved.Level, resolved.CurrentLevelExperience, resolveErr)
advanced, advanceErr := tables.AdvanceExpert(state, 1_000_000)
fmt.Printf(" AdvanceExpert(%d:%d, 1_000_000) -> %d:%d err=%v\n",
state.Level, state.CurrentLevelExperience,
advanced.Level, advanced.CurrentLevelExperience, advanceErr)
if state.Level < uint32(len(rows)) {
required := rows[state.Level].Experience
fmt.Printf(" table requires %d at level %d; stored progress %d is %s\n",
required, state.Level, state.CurrentLevelExperience,
map[bool]string{true: "FULL (>= required) -- settlement will fail", false: "ok"}[state.CurrentLevelExperience >= required])
}
}
// The cumulative experience needed to REACH each expert level, which is what
// decides whether "满级" is even reachable in play, and where the visible
// grade boundaries sit.
fmt.Println("-- cumulative expert experience to reach a level --")
cumulative := uint64(0)
milestones := map[int]bool{
1: true, 10: true, 49: true, 50: true, 92: true, 99: true, 100: true,
125: true, 126: true, 150: true, 151: true, 199: true, 200: true, 289: true,
}
for index, row := range rows {
cumulative += row.Experience
level := index + 1
if milestones[level] {
fmt.Printf(" level %3d : cumulative %d\n", level, cumulative)
}
}
fmt.Println("-- ordinary honor --")
totals := []uint64{0, 885829639, 35000000, 17699999999}
for _, total := range totals {
progress, resolveErr := tables.Resolve(total)
fmt.Printf(" Resolve(%d) -> total=%d level=%d/%d levelExp=%d grade=%d err=%v\n",
total, progress.TotalExperience, progress.Level, tables.MaxOrdinaryLevel(),
progress.CurrentLevelExperience, progress.Grade, resolveErr)
}
}