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
This commit is contained in:
hanfuit committed 2026-11-04 14:31:55 +08:00
commit 645b64fe21
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@@ -0,0 +1,258 @@
package combatpower
import (
"context"
"fmt"
"path"
"sort"
"strings"
"sync"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
)
const (
equipmentListPath = "equipment/equipment.lst"
partSetListPath = "etc/equipmentpartset.etc"
)
type Catalog struct {
source dnfpvf.Source
mu sync.Mutex
itemPaths map[int64]string
setPaths map[int64]string
items map[int64]ItemDefinition
sets map[int64]SetDefinition
}
func Load(ctx context.Context, source dnfpvf.Source) (*Catalog, error) {
if source == nil {
return nil, ErrSourceRequired
}
if ctx == nil {
ctx = context.Background()
}
if err := ctx.Err(); err != nil {
return nil, err
}
equipmentText, err := source.ReadText(equipmentListPath)
if err != nil {
return nil, fmt.Errorf("read combat power equipment list: %w", err)
}
equipmentDoc, err := dnfpvf.Parse(equipmentListPath, equipmentText)
if err != nil {
return nil, fmt.Errorf("parse combat power equipment list: %w", err)
}
itemPaths := make(map[int64]string)
for _, entry := range dnfpvf.ParseList(equipmentDoc) {
if entry.ID <= 0 {
continue
}
itemPaths[entry.ID] = resolvePVFReference(equipmentListPath, entry.Path)
}
setText, err := source.ReadText(partSetListPath)
if err != nil {
return nil, fmt.Errorf("read combat power part-set list: %w", err)
}
setDoc, err := dnfpvf.Parse(partSetListPath, setText)
if err != nil {
return nil, fmt.Errorf("parse combat power part-set list: %w", err)
}
setPaths := parsePartSetPaths(setDoc)
return &Catalog{
source: source,
itemPaths: itemPaths,
setPaths: setPaths,
items: make(map[int64]ItemDefinition),
sets: make(map[int64]SetDefinition),
}, nil
}
func (c *Catalog) Snapshot() (items, sets int) {
if c == nil {
return 0, 0
}
c.mu.Lock()
defer c.mu.Unlock()
return len(c.itemPaths), len(c.setPaths)
}
func (c *Catalog) Aggregate(ctx context.Context, itemIDs []int64) (Result, error) {
if c == nil || c.source == nil {
return Result{}, ErrSourceRequired
}
if ctx == nil {
ctx = context.Background()
}
result := Result{}
setPieces := make(map[int64]int)
for _, itemID := range itemIDs {
if err := ctx.Err(); err != nil {
return Result{}, err
}
if itemID <= 0 {
continue
}
item, err := c.item(ctx, itemID)
if err != nil {
return Result{}, err
}
result.Affixes.Add(item.Affixes)
result.EquippedItems++
if item.EquipmentScore > 0 {
result.ScoredItems++
result.PVFEquipmentScore += item.EquipmentScore
}
if item.Rarity == 4 && item.MinimumLevel >= 90 {
result.Level90EpicItems++
}
if item.PartSetID > 0 {
setPieces[item.PartSetID]++
}
}
setIDs := make([]int64, 0, len(setPieces))
for setID := range setPieces {
setIDs = append(setIDs, setID)
}
sort.Slice(setIDs, func(i, j int) bool { return setIDs[i] < setIDs[j] })
for _, setID := range setIDs {
pieces := setPieces[setID]
definition, err := c.set(ctx, setID)
if err != nil {
return Result{}, err
}
active := false
for _, ability := range definition.Abilities {
if ability.RequiredPieces <= 0 || pieces < ability.RequiredPieces {
continue
}
result.Affixes.Add(ability.Affixes)
active = true
}
if active {
result.ActiveSets = append(result.ActiveSets, ActiveSet{ID: setID, Pieces: pieces})
}
}
return result, nil
}
func (c *Catalog) item(ctx context.Context, itemID int64) (ItemDefinition, error) {
c.mu.Lock()
defer c.mu.Unlock()
if item, ok := c.items[itemID]; ok {
return item, nil
}
itemPath := c.itemPaths[itemID]
if itemPath == "" {
return ItemDefinition{}, fmt.Errorf("%w: item %d", ErrItemMissing, itemID)
}
if err := ctx.Err(); err != nil {
return ItemDefinition{}, err
}
text, err := c.source.ReadText(itemPath)
if err != nil {
return ItemDefinition{}, fmt.Errorf("read combat power item %d at %s: %w", itemID, itemPath, err)
}
doc, err := dnfpvf.Parse(itemPath, text)
if err != nil {
return ItemDefinition{}, fmt.Errorf("parse combat power item %d at %s: %w", itemID, itemPath, err)
}
partSetID, _ := doc.Int("part set index")
rarity, _ := doc.Int("rarity")
minimumLevel, _ := doc.Int("minimum level")
grade, _ := doc.Int("grade")
equipmentType, _ := doc.Text("equipment type")
item := ItemDefinition{
ID: itemID,
Path: itemPath,
PartSetID: partSetID,
Rarity: boundedPVFScoreMetadata(rarity, 10),
MinimumLevel: boundedPVFScoreMetadata(minimumLevel, 200),
Grade: boundedPVFScoreMetadata(grade, 200),
EquipmentType: strings.TrimSpace(equipmentType),
Affixes: parseDocumentAffixes(doc),
}
item.EquipmentScore = pvfEquipmentBaseScore(item)
c.items[itemID] = item
return item, nil
}
// pvfEquipmentBaseScore is the local V6 calibration for the equipment-grade
// part of the TGP-style display. The original TGP coefficients were never
// published, so this must remain an explicit, auditable projection from the
// runtime PVF instead of an item-ID table: required level carries the largest
// weight, PVF grade refines items at the same level, and rarity is the final
// quality tier. Every current actor slot (including avatars, creature and
// creature artifacts) is eligible when its authoritative PVF document carries
// these fields.
func pvfEquipmentBaseScore(item ItemDefinition) int {
return item.MinimumLevel*20 + item.Grade*5 + item.Rarity*100
}
func boundedPVFScoreMetadata(value int64, maximum int) int {
if value <= 0 {
return 0
}
if value >= int64(maximum) {
return maximum
}
return int(value)
}
func (c *Catalog) set(ctx context.Context, setID int64) (SetDefinition, error) {
c.mu.Lock()
defer c.mu.Unlock()
if definition, ok := c.sets[setID]; ok {
return definition, nil
}
setPath := c.setPaths[setID]
if setPath == "" {
return SetDefinition{}, fmt.Errorf("%w: part set %d", ErrItemMissing, setID)
}
if err := ctx.Err(); err != nil {
return SetDefinition{}, err
}
text, err := c.source.ReadText(setPath)
if err != nil {
return SetDefinition{}, fmt.Errorf("read combat power part set %d at %s: %w", setID, setPath, err)
}
doc, err := dnfpvf.Parse(setPath, text)
if err != nil {
return SetDefinition{}, fmt.Errorf("parse combat power part set %d at %s: %w", setID, setPath, err)
}
definition := SetDefinition{ID: setID, Path: setPath, Abilities: parseSetAbilities(doc)}
c.sets[setID] = definition
return definition, nil
}
func parsePartSetPaths(doc *dnfpvf.Document) map[int64]string {
out := make(map[int64]string)
if doc == nil {
return out
}
for index := 0; index+1 < len(doc.Tokens); index++ {
id := doc.Tokens[index]
ref := doc.Tokens[index+1]
if id.Kind != dnfpvf.TokenInt || id.Int <= 0 ||
(ref.Kind != dnfpvf.TokenString && ref.Kind != dnfpvf.TokenIdent) ||
!strings.HasSuffix(strings.ToLower(strings.TrimSpace(ref.Value)), ".equ") {
continue
}
out[id.Int] = resolvePVFReference("equipment/equipmentpartset.etc", ref.Value)
}
return out
}
func resolvePVFReference(listPath, reference string) string {
reference = strings.TrimSpace(strings.Trim(reference, "`\"'"))
reference = strings.ReplaceAll(reference, "\\", "/")
if strings.HasPrefix(strings.ToLower(reference), "equipment/") {
return path.Clean(reference)
}
return path.Clean(path.Join(path.Dir(listPath), reference))
}
@@ -0,0 +1,164 @@
package combatpower
import (
"context"
"math"
"testing"
)
type memorySource map[string]string
func (s memorySource) ReadText(relativePath string) (string, error) {
return s[relativePath], nil
}
func TestCatalogAggregatesPVFDamageCategoriesWithoutConflatingAdditions(t *testing.T) {
source := memorySource{
"equipment/equipment.lst": `
1 ` + "`character/common/a.equ`" + `
2 ` + "`character/common/b.equ`" + `
3 ` + "`character/common/c.equ`" + `
`,
"etc/equipmentpartset.etc": `
90 ` + "`character/partset2/set_item_90.equ`" + ` ` + "`测试套装`" + `
`,
"equipment/character/common/a.equ": `
[rarity]
4
[minimum level]
90
[grade]
96
[equipment type]
` + "`[weapon]`" + `
[part set index]
90
[stat by condition]
` + "`add increase damage` `%`" + ` 16
[stat by condition]
` + "`add increase critical damage` `%`" + ` 18
`,
"equipment/character/common/b.equ": `
[rarity]
3
[minimum level]
85
[grade]
90
[equipment type]
` + "`[ring]`" + `
[part set index]
90
[unique increase damage]
0 ` + "`%`" + ` 12
[unique increase critical damage]
0 ` + "`%`" + ` 10
`,
"equipment/character/common/c.equ": `
[rarity]
2
[minimum level]
60
[grade]
50
[equipment type]
` + "`[artifact red]`" + `
[part set index]
90
[unique increase damage]
0 ` + "`%`" + ` 20
`,
"equipment/character/partset2/set_item_90.equ": `
[piece set ability]
2
[add absolute damage]
` + "`all` `%`" + ` 22
[/piece set ability]
[piece set ability]
3
[add absolute damage]
` + "`fire` `%`" + ` 15
[add absolute damage]
` + "`water` `%`" + ` 15
[stat by condition]
` + "`all attack bonus rate` `%`" + ` 35
[/piece set ability]
`,
}
catalog, err := Load(context.Background(), source)
if err != nil {
t.Fatal(err)
}
result, err := catalog.Aggregate(context.Background(), []int64{1, 2, 3})
if err != nil {
t.Fatal(err)
}
want := Affixes{
WhiteDamage: 37,
YellowDamage: 20,
CriticalDamage: 10,
YellowAdditional: 16,
CriticalAdditional: 18,
AllAttack: 35,
}
assertAffixesEqual(t, result.Affixes, want)
if result.EquippedItems != 3 || len(result.ActiveSets) != 1 ||
result.ActiveSets[0].ID != 90 || result.ActiveSets[0].Pieces != 3 {
t.Fatalf("result metadata = %+v", result)
}
// 90/96/4 -> 2680, 85/90/3 -> 2450, 60/50/2 -> 1650.
if result.PVFEquipmentScore != 6780 || result.ScoredItems != 3 ||
result.Level90EpicItems != 1 {
t.Fatalf("equipment grade metadata = %+v", result)
}
}
func TestPVFEquipmentBaseScoreBoundsUntrustedMetadata(t *testing.T) {
item := ItemDefinition{Rarity: 10, MinimumLevel: 200, Grade: 200}
if got, want := pvfEquipmentBaseScore(item), 6000; got != want {
t.Fatalf("bounded equipment score=%d want=%d", got, want)
}
if got := boundedPVFScoreMetadata(-1, 200); got != 0 {
t.Fatalf("negative metadata bound=%d", got)
}
if got := boundedPVFScoreMetadata(9999, 200); got != 200 {
t.Fatalf("large metadata bound=%d", got)
}
}
func TestCatalogDoesNotActivateIncompleteSet(t *testing.T) {
source := memorySource{
"equipment/equipment.lst": "1 `character/common/a.equ`\n",
"etc/equipmentpartset.etc": "90 `character/partset2/set_item_90.equ` `测试套装`\n",
"equipment/character/common/a.equ": "[part set index]\n90\n",
"equipment/character/partset2/set_item_90.equ": "[piece set ability]\n2\n[add absolute damage]\n`all` `%` 22\n[/piece set ability]\n",
}
catalog, err := Load(context.Background(), source)
if err != nil {
t.Fatal(err)
}
result, err := catalog.Aggregate(context.Background(), []int64{1})
if err != nil {
t.Fatal(err)
}
if result.Affixes.WhiteDamage != 0 || len(result.ActiveSets) != 0 {
t.Fatalf("incomplete set result = %+v", result)
}
}
func assertAffixesEqual(t *testing.T, got, want Affixes) {
t.Helper()
values := [][3]any{
{"white", got.WhiteDamage, want.WhiteDamage},
{"yellow", got.YellowDamage, want.YellowDamage},
{"critical", got.CriticalDamage, want.CriticalDamage},
{"yellow_additional", got.YellowAdditional, want.YellowAdditional},
{"critical_additional", got.CriticalAdditional, want.CriticalAdditional},
{"all_attack", got.AllAttack, want.AllAttack},
}
for _, value := range values {
if math.Abs(value[1].(float64)-value[2].(float64)) > 0.0001 {
t.Fatalf("%s = %v want %v", value[0], value[1], value[2])
}
}
}
@@ -0,0 +1,149 @@
package combatpower
import (
"math"
"strings"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
)
func parseDocumentAffixes(doc *dnfpvf.Document) Affixes {
var out Affixes
if doc == nil {
return out
}
for _, section := range doc.Sections {
applyAffixSection(&out, section.Name, sectionTokens(doc, section))
}
return out
}
func parseSetAbilities(doc *dnfpvf.Document) []SetAbility {
if doc == nil {
return nil
}
var abilities []SetAbility
var current *SetAbility
for _, section := range doc.Sections {
name := normalizeName(section.Name)
switch name {
case "piece set ability":
if current != nil && current.RequiredPieces > 0 {
abilities = append(abilities, *current)
}
current = &SetAbility{RequiredPieces: firstInteger(sectionTokens(doc, section))}
case "/piece set ability":
if current != nil && current.RequiredPieces > 0 {
abilities = append(abilities, *current)
}
current = nil
default:
if current != nil {
applyAffixSection(&current.Affixes, section.Name, sectionTokens(doc, section))
}
}
}
if current != nil && current.RequiredPieces > 0 {
abilities = append(abilities, *current)
}
return abilities
}
func applyAffixSection(out *Affixes, sectionName string, tokens []dnfpvf.Token) {
if out == nil || !hasPercent(tokens) {
return
}
value, ok := lastNumber(tokens)
if !ok || value <= 0 || math.IsNaN(value) || math.IsInf(value, 0) {
return
}
name := normalizeName(sectionName)
if name == "stat by condition" || name == "stat" {
if statName := firstText(tokens); statName != "" {
name = normalizeName(statName)
}
}
switch name {
case "add absolute damage", "additional damage":
// One item or one set threshold may contain mutually-exclusive fire,
// water, light, and dark branches. They describe one white-damage
// option, so keep the greatest branch here; independent documents are
// combined later by Affixes.Add.
if value > out.WhiteDamage {
out.WhiteDamage = value
}
case "unique increase damage", "increase damage":
if value > out.YellowDamage {
out.YellowDamage = value
}
case "unique increase critical damage", "critical damage":
if value > out.CriticalDamage {
out.CriticalDamage = value
}
case "add increase damage":
out.YellowAdditional += value
case "add increase critical damage":
out.CriticalAdditional += value
case "all attack bonus rate":
// Reinforcement-dependent equipment commonly repeats this stat for
// every mutually-exclusive threshold in one document. Until the
// projection carries the proved condition selector, never sum those
// alternatives into an impossible value.
if value > out.AllAttack {
out.AllAttack = value
}
}
}
func sectionTokens(doc *dnfpvf.Document, section dnfpvf.Section) []dnfpvf.Token {
if doc == nil || section.Start < 0 || section.End < section.Start || section.End > len(doc.Tokens) {
return nil
}
return doc.Tokens[section.Start:section.End]
}
func normalizeName(value string) string {
return strings.ToLower(strings.Join(strings.Fields(strings.TrimSpace(value)), " "))
}
func firstText(tokens []dnfpvf.Token) string {
for _, token := range tokens {
if token.Kind == dnfpvf.TokenString || token.Kind == dnfpvf.TokenIdent {
value := strings.TrimSpace(token.Value)
if value != "" && value != "%" {
return value
}
}
}
return ""
}
func firstInteger(tokens []dnfpvf.Token) int {
for _, token := range tokens {
if token.Kind == dnfpvf.TokenInt && token.Int > 0 && token.Int <= math.MaxInt32 {
return int(token.Int)
}
}
return 0
}
func lastNumber(tokens []dnfpvf.Token) (float64, bool) {
for index := len(tokens) - 1; index >= 0; index-- {
switch tokens[index].Kind {
case dnfpvf.TokenInt:
return float64(tokens[index].Int), true
case dnfpvf.TokenFloat:
return tokens[index].Float, true
}
}
return 0, false
}
func hasPercent(tokens []dnfpvf.Token) bool {
for _, token := range tokens {
if strings.TrimSpace(token.Value) == "%" || strings.TrimSpace(token.Raw) == "%" {
return true
}
}
return false
}
@@ -0,0 +1,59 @@
package combatpower
import (
"context"
"os"
"testing"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
platformpvf "longheng.io/server/internal/platform/pvf"
)
func TestInspectCurrentCombatPowerEquipmentPVF(t *testing.T) {
pvfPath := os.Getenv("DNFBRIDGE_REAL_PVF_SMOKE")
if pvfPath == "" {
t.Skip("set DNFBRIDGE_REAL_PVF_SMOKE to inspect current combat-power equipment")
}
archive, err := platformpvf.LoadArchive(platformpvf.Options{Path: pvfPath})
if err != nil {
t.Fatal(err)
}
catalog, err := Load(context.Background(), archive)
if err != nil {
t.Fatal(err)
}
itemIDs := []int64{
112550232, 112560208, 112570168, 112500235, 112510219,
112540236, 112520208, 112530202, 112580095, 101590068,
112600041, 101590023, 101030741, 400330106, 100070551,
100170519, 100120544, 100270515, 100220519, 100300733,
100312425, 100322294, 100344527, 100352839, 100390011,
400990168, 10006783, 10006784, 10006785, 100330501,
}
for _, itemID := range itemIDs {
item, err := catalog.item(context.Background(), itemID)
if err != nil {
t.Fatalf("item %d: %v", itemID, err)
}
text, err := archive.ReadText(item.Path)
if err != nil {
t.Fatalf("read item %d at %s: %v", itemID, item.Path, err)
}
doc, err := dnfpvf.Parse(item.Path, text)
if err != nil {
t.Fatalf("parse item %d at %s: %v", itemID, item.Path, err)
}
t.Logf("item=%d path=%s set=%d rarity=%v min_level=%v grade=%v type=%v sub_type=%v",
itemID, item.Path, item.PartSetID,
doc.Numbers("rarity"), doc.Numbers("minimum level"),
doc.Numbers("grade"), doc.Texts("equipment type"), doc.Texts("sub type"))
}
result, err := catalog.Aggregate(context.Background(), itemIDs)
if err != nil {
t.Fatal(err)
}
if result.EquippedItems != 30 || result.ScoredItems != 30 ||
result.Level90EpicItems != 12 || result.PVFEquipmentScore != 38835 {
t.Fatalf("real PVF equipment score result=%+v", result)
}
}
@@ -0,0 +1,78 @@
// Package combatpower derives the damage-affix view used by the local
// combat-power sidecar from the authoritative runtime PVF.
package combatpower
import "errors"
var (
ErrSourceRequired = errors.New("dnf combat power pvf source is required")
ErrItemMissing = errors.New("dnf combat power equipment definition is missing")
)
// Affixes keeps the 90-era damage categories separate. In particular,
// YellowAdditional and CriticalAdditional must never be folded into the
// mutually-exclusive yellow/critical base categories while parsing PVF.
type Affixes struct {
WhiteDamage float64
YellowDamage float64
CriticalDamage float64
YellowAdditional float64
CriticalAdditional float64
AllAttack float64
}
// Add combines independent equipment/set contributions. YellowDamage and
// CriticalDamage are unique categories in this PVF and therefore keep only
// the greatest equipped value; the additive categories accumulate.
func (a *Affixes) Add(other Affixes) {
if a == nil {
return
}
a.WhiteDamage += other.WhiteDamage
if other.YellowDamage > a.YellowDamage {
a.YellowDamage = other.YellowDamage
}
if other.CriticalDamage > a.CriticalDamage {
a.CriticalDamage = other.CriticalDamage
}
a.YellowAdditional += other.YellowAdditional
a.CriticalAdditional += other.CriticalAdditional
a.AllAttack += other.AllAttack
}
type ItemDefinition struct {
ID int64
Path string
PartSetID int64
Rarity int
MinimumLevel int
Grade int
EquipmentType string
EquipmentScore int
Affixes Affixes
}
type SetAbility struct {
RequiredPieces int
Affixes Affixes
}
type SetDefinition struct {
ID int64
Path string
Abilities []SetAbility
}
type ActiveSet struct {
ID int64
Pieces int
}
type Result struct {
Affixes Affixes
EquippedItems int
ScoredItems int
Level90EpicItems int
PVFEquipmentScore int
ActiveSets []ActiveSet
}