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
4388 files changed
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@@ -0,0 +1,185 @@
package playerloop
import (
"context"
"errors"
"log/slog"
"strings"
"sync"
"time"
"longheng.io/server/internal/platform/actor"
)
// ActorKindPlayer 是玩家 actor 在 actor.Manager 中使用的类型标识。
const ActorKindPlayer = "player"
// ActorBackedManager 使用通用 actor 管理器承载玩家事件串行处理。
type ActorBackedManager struct {
name string
handler Handler
actors *actor.Manager
logger *slog.Logger
mu sync.RWMutex
started bool
}
// NewActorBackedManager 创建基于 actor mailbox 的玩家循环管理器。
func NewActorBackedManager(name string, queue int, handler Handler, logger *slog.Logger, options Options) *ActorBackedManager {
if queue <= 0 {
queue = 64
}
name = strings.TrimSpace(name)
if name == "" {
name = "player-loop"
}
return &ActorBackedManager{
name: name,
handler: handler,
actors: actor.NewManager(name+"-actors", logger, actor.Options{
MailboxSize: queue,
HandlerTimeout: options.HandlerTimeout,
}),
logger: logger,
}
}
// Name 返回 actor 版玩家循环管理器名称。
func (m *ActorBackedManager) Name() string {
if m == nil {
return ""
}
return m.name
}
// Start 标记 actor 版玩家循环管理器可接收事件。
func (m *ActorBackedManager) Start(ctx context.Context) error {
if ctx == nil {
ctx = context.Background()
}
if err := ctx.Err(); err != nil {
return err
}
if m == nil || m.actors == nil {
return ErrStopped
}
m.mu.Lock()
m.started = true
m.mu.Unlock()
return nil
}
// Stop 停止 actor 版玩家循环管理器并关闭底层 actor。
func (m *ActorBackedManager) Stop(ctx context.Context) error {
if ctx == nil {
ctx = context.Background()
}
if m == nil || m.actors == nil {
return nil
}
m.mu.Lock()
m.started = false
m.mu.Unlock()
return m.actors.Stop(ctx)
}
// Submit 将事件提交到账号对应的玩家 actor。
func (m *ActorBackedManager) Submit(ctx context.Context, accountID string, payload any) error {
if ctx == nil {
ctx = context.Background()
}
accountID = strings.TrimSpace(accountID)
if accountID == "" {
return ErrMissingAccount
}
if err := ctx.Err(); err != nil {
return err
}
if m == nil || m.actors == nil || !m.isStarted() {
return ErrStopped
}
act, err := m.actorFor(accountID)
if err != nil {
return err
}
event := Event{AccountID: accountID, Payload: payload, ReceivedAt: time.Now().UTC()}
err = act.Tell(ctx, actor.Message{Route: "player.event", UserID: accountID, Payload: event})
if errors.Is(err, actor.ErrMailboxFull) {
return ErrQueueFull
}
if errors.Is(err, actor.ErrActorStopped) || errors.Is(err, actor.ErrActorDraining) {
return ErrStopped
}
return err
}
// Snapshot 返回所有玩家 actor 的队列快照。
func (m *ActorBackedManager) Snapshot() []Snapshot {
if m == nil || m.actors == nil {
return nil
}
actorSnapshot := m.actors.Snapshot()
out := make([]Snapshot, 0, len(actorSnapshot.Actors))
for _, item := range actorSnapshot.Actors {
if item.Kind != ActorKindPlayer {
continue
}
out = append(out, Snapshot{AccountID: item.ID, Queued: item.MailboxLen})
}
return out
}
// ActorSnapshot 返回底层 actor 管理器的完整快照。
func (m *ActorBackedManager) ActorSnapshot() actor.Snapshot {
if m == nil || m.actors == nil {
return actor.Snapshot{}
}
return m.actors.Snapshot()
}
// DrainAccount 请求指定账号 actor 进入排空状态。
func (m *ActorBackedManager) DrainAccount(ctx context.Context, accountID string) error {
accountID = strings.TrimSpace(accountID)
if accountID == "" {
return ErrMissingAccount
}
if m == nil || m.actors == nil {
return nil
}
act, ok := m.actors.Get(ActorKindPlayer, accountID)
if !ok {
return nil
}
return act.Drain(ctx)
}
func (m *ActorBackedManager) actorFor(accountID string) (*actor.Actor, error) {
if act, ok := m.actors.Get(ActorKindPlayer, accountID); ok {
return act, nil
}
act, err := m.actors.Spawn(ActorKindPlayer, accountID, m.handleActorMessage)
if errors.Is(err, actor.ErrActorExists) {
if existing, ok := m.actors.Get(ActorKindPlayer, accountID); ok {
return existing, nil
}
}
return act, err
}
func (m *ActorBackedManager) handleActorMessage(ctx context.Context, _ *actor.Actor, msg actor.Message) error {
if m == nil || m.handler == nil {
return nil
}
event, ok := msg.Payload.(Event)
if !ok {
event = Event{AccountID: msg.UserID, Payload: msg.Payload, ReceivedAt: msg.SentAt}
}
return m.handler(ctx, event)
}
func (m *ActorBackedManager) isStarted() bool {
m.mu.RLock()
defer m.mu.RUnlock()
return m.started
}