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
commit 645b64fe21
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package dnfbridge
import (
"context"
"strings"
"time"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// Lazy repair for the Cera shop rename card that ended up in a bag.
//
// Background (live incident 2026-10-02/03, character 3333): commodity 100902
// sold item 2682290 - stackable/cash/chn_character_rename.stk, whose document
// declares no [action type] - so characterRenameCardKind did not recognize it
// and the purchase was classified as an ordinary stackable. The card went into
// the bag, the character never received the pending-rename entitlement, and the
// client will not send op509 for a bag item that does not declare the action
// type. The purchase bought nothing.
//
// characterRenameCardKind now recognizes the shop product by its path, so new
// purchases are consumed at checkout and never reach a bag. This file only
// cleans up the copies that are already sitting in bags.
//
// Rules, confirmed with the operator:
// - a character inside the 90-day rename cooldown is left completely alone
// (arming it would produce a character that is forced to rename but is not
// allowed to, which locks the account out of the game);
// - once the cooldown has passed and the card is still in the bag, the card is
// deleted and the pending-rename entitlement is armed.
const currentCharacterRenameShopCardItemID int64 = 2682290
// currentCeraShopRenameProductCommodityID is the Cera-shop commodity that sells
// that item (etc/cerashop.etc: `100902 2682290 1 0 0 8800`). It is only used by
// diagnostics and tests - the runtime recognizes the product by the item it
// resolves to, never by the commodity number.
const currentCeraShopRenameProductCommodityID uint32 = 100902
// currentCharacterRenameShopCardStatus is the per-character outcome, used for
// logging and asserted by tests. A character with nothing to repair reports
// currentCharacterRenameShopCardNone.
type currentCharacterRenameShopCardStatus int
const (
currentCharacterRenameShopCardNone currentCharacterRenameShopCardStatus = iota
currentCharacterRenameShopCardRepaired
currentCharacterRenameShopCardCooldown
)
// repairCurrentCharacterRenameShopCardsForAccount is the lazy entry point: every
// login the character selector loads the account's roster through
// listCharactersWithLimit, and any character still holding the shop card is
// repaired there, before the roster rows are built - so the next character
// select already projects the pending-rename marker.
//
// It reports whether any durable state changed, so the caller only pays for a
// re-read of the roster when there was actually something to repair.
func (s *Service) repairCurrentCharacterRenameShopCardsForAccount(ctx context.Context, accountID string, characters []dnfrepo.CharacterRecord) bool {
if s == nil || len(characters) == 0 {
return false
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Inventory == nil || repositories.Character == nil {
return false
}
now := s.gameplayNow().UTC()
repaired := false
for _, character := range characters {
characterID := strings.TrimSpace(character.CharacterID)
if characterID == "" {
continue
}
status, cardCount, cooldownUntil, err := s.repairCurrentCharacterRenameShopCards(ctx, repositories, characterID, now)
if err != nil {
s.logPacketEvent("game-character-rename-card-bag-repair-failed",
"character_id", characterID, "error", err)
continue
}
switch status {
case currentCharacterRenameShopCardRepaired:
repaired = true
s.logPacketEvent("game-character-rename-card-bag-repaired",
"character_id", characterID,
"cards", cardCount,
"entitlement", 1,
"sequence", "bag_card_deleted_then_rename_armed")
case currentCharacterRenameShopCardCooldown:
// Report only: the operator asked for no action at all inside the
// window. The card stays where it is and is retried on a later login
// once the window has passed.
s.logPacketEvent("game-character-rename-card-bag-repair-deferred",
"character_id", characterID,
"cards", cardCount,
"cooldown_until_unix", cooldownUntil,
"reason", "rename_cooldown_active")
}
}
return repaired
}
// repairCurrentCharacterRenameShopCards deletes the shop rename card from one
// character's main inventory and arms the pending-rename entitlement in a single
// transaction, so a failure can never take the card without granting the
// entitlement. It is idempotent: the entitlement is written as exactly 1, never
// incremented, so repeated logins cannot stack entitlements.
//
// The inventory repository is deliberately the plain one rather than the
// Cera-shop transaction scope: this repair owns no Cera purchase, and the plain
// inventory scope is what every other mutation of a bag row already uses.
func (s *Service) repairCurrentCharacterRenameShopCards(
ctx context.Context,
repositories dnfrepo.Group,
characterID string,
now time.Time,
) (currentCharacterRenameShopCardStatus, int, int64, error) {
if repositories.Inventory == nil || repositories.Character == nil || strings.TrimSpace(characterID) == "" {
return currentCharacterRenameShopCardNone, 0, 0, errCurrentCeraShopOwnerUnavailable
}
inventory, found, err := repositories.Inventory.Load(ctx, characterID)
if err != nil {
return currentCharacterRenameShopCardNone, 0, 0, err
}
if !found || strings.TrimSpace(inventory.CharacterID) != characterID {
return currentCharacterRenameShopCardNone, 0, 0, nil
}
slots, cardCount := currentCharacterRenameShopCardSlots(inventory)
if cardCount == 0 {
return currentCharacterRenameShopCardNone, 0, 0, nil
}
character, found, err := repositories.Character.Load(ctx, characterID)
if err != nil {
return currentCharacterRenameShopCardNone, cardCount, 0, err
}
if !found || strings.TrimSpace(character.CharacterID) != characterID {
return currentCharacterRenameShopCardNone, cardCount, 0, nil
}
cooldownUntil := int64(0)
if character.Stats != nil {
if lastRename := character.Stats[currentCharacterRenameLastUnixStat]; lastRename > 0 {
cooldownUntil = lastRename + int64(currentCharacterRenameCooldown/time.Second)
if now.Unix() < cooldownUntil {
return currentCharacterRenameShopCardCooldown, cardCount, cooldownUntil, nil
}
}
}
// Nothing to do if the character is already armed, but the stray card must
// still go: otherwise the player keeps a bag item the client will not use.
grantEntitlement := character.Stats == nil || character.Stats[currentCharacterRenameEntitlementStat] == 0
for _, key := range slots {
delete(inventory.Slots, key)
}
if grantEntitlement {
if character.Stats == nil {
character.Stats = make(map[string]int64, 2)
}
character.Stats[currentCharacterRenameEntitlementStat] = 1
character.UpdatedAt = now
}
inventory.UpdatedAt = now
if grantEntitlement {
if err := dnfrepo.SaveCharacterFields(ctx, repositories.Character, character, dnfrepo.CharacterFieldStats); err != nil {
return currentCharacterRenameShopCardNone, cardCount, cooldownUntil, err
}
}
if err := dnfrepo.SaveInventoryFields(ctx, repositories.Inventory, inventory, dnfrepo.InventoryFieldSlots); err != nil {
return currentCharacterRenameShopCardNone, cardCount, cooldownUntil, err
}
return currentCharacterRenameShopCardRepaired, cardCount, cooldownUntil, nil
}
// currentCharacterRenameShopCardSlots returns the main-inventory keys holding the
// shop rename card and how many cards they add up to. Only the main bag is
// considered: the shop delivers there, and every other container (personal
// cargo, account cargo, mail attachments) holds items the player moved or was
// sent deliberately.
func currentCharacterRenameShopCardSlots(inventory dnfrepo.InventoryRecord) ([]string, int) {
if len(inventory.Slots) == 0 {
return nil, 0
}
// Slot keys are "<listType>:<slot>" (see currentCeraShopInventorySlotKey).
mainBagPrefix := currentCeraShopInventorySlotKey(dnfrepo.MainInventoryListType, 0)
mainBagPrefix = mainBagPrefix[:strings.IndexByte(mainBagPrefix, ':')+1]
var keys []string
count := 0
for key, stack := range inventory.Slots {
if stack.ItemID != currentCharacterRenameShopCardItemID || stack.Count <= 0 {
continue
}
if !strings.HasPrefix(key, mainBagPrefix) {
continue
}
keys = append(keys, key)
count += int(stack.Count)
}
return keys, count
}