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 hellparty
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import (
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"errors"
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"fmt"
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)
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var (
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ErrRuntimeInvalid = errors.New("dnf hell party runtime is invalid")
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ErrPhaseInvalid = errors.New("dnf hell party phase transition is invalid")
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ErrActorUnknown = errors.New("dnf hell party actor is unknown")
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)
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type Phase uint8
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const (
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PhaseWaitingStart Phase = iota
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PhaseStarted
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PhaseComplete
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)
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type DeathResult struct {
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Duplicate bool
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GroupCompleted bool
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AllComplete bool
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RewardRollCount uint32
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RewardSuppressed bool
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}
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type Runtime struct {
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plan Plan
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phase Phase
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actors map[ActorIdentity]PlannedActor
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killed map[ActorIdentity]struct{}
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remaining map[waveIdentity]int
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rewardReleased map[waveIdentity]struct{}
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}
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type waveIdentity struct {
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Order uint32
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Group uint32
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}
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func NewRuntime(plan Plan) (*Runtime, error) {
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if len(plan.Waves) == 0 {
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return nil, fmt.Errorf("%w: no waves", ErrRuntimeInvalid)
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}
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runtime := &Runtime{
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plan: clonePlan(plan),
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phase: PhaseWaitingStart,
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actors: make(map[ActorIdentity]PlannedActor),
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killed: make(map[ActorIdentity]struct{}),
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remaining: make(map[waveIdentity]int),
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rewardReleased: make(map[waveIdentity]struct{}),
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}
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for _, wave := range plan.Waves {
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identity := waveIdentity{Order: wave.Order, Group: wave.GroupID}
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if _, exists := runtime.remaining[identity]; exists || len(wave.Actors) == 0 {
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return nil, fmt.Errorf("%w: duplicate or empty wave order=%d group=%d", ErrRuntimeInvalid, wave.Order, wave.GroupID)
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}
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runtime.remaining[identity] = len(wave.Actors)
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for _, actor := range wave.Actors {
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if _, exists := runtime.actors[actor.Identity]; exists {
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return nil, fmt.Errorf("%w: duplicate actor=%+v", ErrRuntimeInvalid, actor.Identity)
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}
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runtime.actors[actor.Identity] = actor
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}
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}
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return runtime, nil
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}
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func (r *Runtime) Start() error {
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if r == nil || r.phase != PhaseWaitingStart {
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return ErrPhaseInvalid
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}
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r.phase = PhaseStarted
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return nil
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}
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func (r *Runtime) RecordDeath(identity ActorIdentity) (DeathResult, error) {
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if r == nil {
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return DeathResult{}, ErrPhaseInvalid
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}
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actor, exists := r.actors[identity]
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if !exists {
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return DeathResult{}, ErrActorUnknown
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}
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if _, duplicate := r.killed[identity]; duplicate {
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return DeathResult{Duplicate: true, AllComplete: r.phase == PhaseComplete}, nil
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}
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if r.phase != PhaseStarted {
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return DeathResult{}, ErrPhaseInvalid
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}
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r.killed[identity] = struct{}{}
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waveID := waveIdentity{Order: identity.Order, Group: identity.Group}
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r.remaining[waveID]--
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result := DeathResult{}
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if r.remaining[waveID] == 0 {
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result.GroupCompleted = true
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if _, released := r.rewardReleased[waveID]; !released {
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r.rewardReleased[waveID] = struct{}{}
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result.RewardSuppressed = actor.SuppressGroupReward
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if !result.RewardSuppressed {
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result.RewardRollCount = r.waveRewardRollCount(waveID)
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}
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}
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}
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if len(r.killed) == len(r.actors) {
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r.phase = PhaseComplete
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result.AllComplete = true
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}
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return result, nil
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}
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func (r *Runtime) Phase() Phase {
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if r == nil {
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return PhaseWaitingStart
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}
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return r.phase
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}
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func (r *Runtime) Plan() Plan {
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if r == nil {
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return Plan{}
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}
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return clonePlan(r.plan)
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}
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func (r *Runtime) waveRewardRollCount(identity waveIdentity) uint32 {
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for _, wave := range r.plan.Waves {
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if wave.Order == identity.Order && wave.GroupID == identity.Group {
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return wave.RewardRollCount
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}
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}
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return 0
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}
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func clonePlan(plan Plan) Plan {
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plan.Waves = append([]Wave(nil), plan.Waves...)
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for index := range plan.Waves {
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plan.Waves[index].Actors = append([]PlannedActor(nil), plan.Waves[index].Actors...)
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}
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return plan
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}
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