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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package characterdata
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import (
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"context"
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"fmt"
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"strings"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// Initialization is the durable, protocol-independent state used to repair a
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// legacy character that predates the normal new-character creation aggregate.
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// Every supplied child is inserted only when its complete record is absent.
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// A present-but-empty record is intentional player state and is never changed.
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type Initialization struct {
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CharacterID string
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Inventory *dnfrepo.InventoryRecord
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Equipment *dnfrepo.EquipmentRecord
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Skill *dnfrepo.SkillRecord
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Settings []dnfrepo.SettingsRecord
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}
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// InitializationResult reports the records inserted by one idempotent repair.
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// It deliberately has no "updated" state: existing data is never overwritten.
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type InitializationResult struct {
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Inventory bool
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Equipment bool
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Skill bool
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Settings []string
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}
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func (r InitializationResult) Changed() bool {
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return r.Inventory || r.Equipment || r.Skill || len(r.Settings) > 0
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}
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// Initializer applies an Initialization through the same aggregate transaction
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// used for creation. This mirrors the 86JP inventory bootstrap model while
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// preserving established character state on every subsequent login.
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type Initializer struct {
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repositories dnfrepo.Group
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}
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func NewInitializer(repositories dnfrepo.Group) *Initializer {
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return &Initializer{repositories: repositories}
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}
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func (i *Initializer) Ensure(ctx context.Context, initialization Initialization) (InitializationResult, error) {
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if i == nil {
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return InitializationResult{}, dnfrepo.ErrCharacterCreationTransactionUnavailable
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}
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initialization, err := normalizeInitialization(initialization)
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if err != nil {
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return InitializationResult{}, err
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}
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if !initializationHasRecords(initialization) {
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return InitializationResult{}, nil
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}
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if i.repositories.CharacterCreate == nil {
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return InitializationResult{}, dnfrepo.ErrCharacterCreationTransactionUnavailable
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}
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ctx = ctxOrBackground(ctx)
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var result InitializationResult
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err = i.repositories.CharacterCreate.WithinCharacterCreation(ctx, initialization.CharacterID, i.repositories, func(tx dnfrepo.Group) error {
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if initialization.Inventory != nil {
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if tx.Inventory == nil {
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return repositoryError("inventory")
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}
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_, found, loadErr := tx.Inventory.Load(ctx, initialization.CharacterID)
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if loadErr != nil {
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return fmt.Errorf("load inventory before initialization: %w", loadErr)
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}
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if !found {
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if saveErr := tx.Inventory.Save(ctx, *initialization.Inventory); saveErr != nil {
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return fmt.Errorf("save initialization inventory: %w", saveErr)
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}
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result.Inventory = true
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}
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}
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if initialization.Equipment != nil {
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if tx.Equipment == nil {
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return repositoryError("equipment")
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}
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_, found, loadErr := tx.Equipment.Load(ctx, initialization.CharacterID)
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if loadErr != nil {
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return fmt.Errorf("load equipment before initialization: %w", loadErr)
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}
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if !found {
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if saveErr := tx.Equipment.Save(ctx, *initialization.Equipment); saveErr != nil {
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return fmt.Errorf("save initialization equipment: %w", saveErr)
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}
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result.Equipment = true
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}
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}
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if initialization.Skill != nil {
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if tx.Skill == nil {
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return repositoryError("skill")
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}
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_, found, loadErr := tx.Skill.Load(ctx, initialization.CharacterID)
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if loadErr != nil {
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return fmt.Errorf("load skill before initialization: %w", loadErr)
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}
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if !found {
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if saveErr := tx.Skill.Save(ctx, *initialization.Skill); saveErr != nil {
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return fmt.Errorf("save initialization skill: %w", saveErr)
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}
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result.Skill = true
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}
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}
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if len(initialization.Settings) > 0 {
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if tx.Settings == nil {
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return repositoryError("settings")
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}
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for _, setting := range initialization.Settings {
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_, found, loadErr := tx.Settings.Load(ctx, setting.Scope)
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if loadErr != nil {
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return fmt.Errorf("load initialization setting %q: %w", setting.Scope, loadErr)
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}
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if found {
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continue
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}
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if saveErr := tx.Settings.Save(ctx, setting); saveErr != nil {
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return fmt.Errorf("save initialization setting %q: %w", setting.Scope, saveErr)
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}
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result.Settings = append(result.Settings, setting.Scope)
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}
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}
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return nil
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})
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if err != nil {
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return InitializationResult{}, fmt.Errorf("persist character initialization: %w", err)
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}
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return result, nil
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}
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func normalizeInitialization(initialization Initialization) (Initialization, error) {
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characterID := strings.TrimSpace(initialization.CharacterID)
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if characterID == "" {
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return Initialization{}, ErrCharacterIDRequired
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}
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initialization.CharacterID = characterID
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if initialization.Inventory != nil {
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copy := dnfrepo.CloneInventory(*initialization.Inventory)
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if err := normalizeChildID(characterID, ©.CharacterID); err != nil {
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return Initialization{}, err
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}
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initialization.Inventory = ©
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}
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if initialization.Equipment != nil {
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copy := dnfrepo.CloneEquipment(*initialization.Equipment)
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if err := normalizeChildID(characterID, ©.CharacterID); err != nil {
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return Initialization{}, err
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}
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initialization.Equipment = ©
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}
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if initialization.Skill != nil {
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copy := dnfrepo.CloneSkill(*initialization.Skill)
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if err := normalizeChildID(characterID, ©.CharacterID); err != nil {
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return Initialization{}, err
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}
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initialization.Skill = ©
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}
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initialization.Settings = append([]dnfrepo.SettingsRecord(nil), initialization.Settings...)
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for index := range initialization.Settings {
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initialization.Settings[index] = dnfrepo.CloneSettings(initialization.Settings[index])
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if strings.TrimSpace(initialization.Settings[index].Scope) == "" {
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return Initialization{}, fmt.Errorf("setting scope is required at index %d", index)
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}
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}
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return initialization, nil
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}
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func initializationHasRecords(initialization Initialization) bool {
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return initialization.Inventory != nil ||
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initialization.Equipment != nil ||
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initialization.Skill != nil ||
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len(initialization.Settings) > 0
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}
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