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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@@ -0,0 +1,174 @@
package dnfbridge
import (
"context"
"fmt"
"math"
dnfcharstat "longheng.io/server/internal/modules/dnf/charstat"
dnfcompanion "longheng.io/server/internal/modules/dnf/companion"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const (
// Balanced support soldiers are intentionally durable because they have no
// player-style resurrection flow. 5000% means 50x the owner's effective HP.
currentDungeonCompanionBalanceHPPercent int64 = 5000
currentDungeonCompanionBalanceMPPercent int64 = 200
)
type currentDungeonCompanionProjectionOptions struct {
EffectiveLevel int
Mode1 []byte
AIProfile dnfcompanion.AIProfile
}
type currentDungeonCompanionBalanceSummary struct {
OwnerLevel int
HPMax int64
MPMax int64
Strength int64
Intelligence int64
Vitality int64
Spirit int64
PhysicalDefense int64
MagicalDefense int64
PhysicalAttack int64
MagicalAttack int64
IndependentAttack int64
MoveSpeed int64
AttackSpeed int64
CastSpeed int64
}
func scaleCompanionBalanceValue(value, percent int64) int64 {
if value <= 0 || percent <= 0 {
return 0
}
if value > math.MaxInt64/percent {
return math.MaxInt64
}
return value * percent / 100
}
func clampCompanionBalanceU32(value int64) int64 {
if value < 0 {
return 0
}
if value > math.MaxUint32 {
return math.MaxUint32
}
return value
}
func buildCurrentDungeonCompanionBalancedVector(
ownerStats dnfcharstat.Vector,
level int,
) (dnfcharstat.Vector, currentDungeonCompanionBalanceSummary) {
target := dnfcharstat.Vector{
HPMax: clampCompanionBalanceU32(scaleCompanionBalanceValue(ownerStats.HPMax, currentDungeonCompanionBalanceHPPercent)),
MPMax: clampCompanionBalanceU32(scaleCompanionBalanceValue(ownerStats.MPMax, currentDungeonCompanionBalanceMPPercent)),
// The balance switch is a projection of the owner's effective combat
// vector. Copy each dimension independently instead of using the larger
// side of a pair and applying a compensating multiplier: a STR class
// must not gain the owner's INT, and a support APC must not lose the
// owner's lower physical/magical attack side.
Strength: ownerStats.Strength,
Intelligence: ownerStats.Intelligence,
Vitality: ownerStats.Vitality,
Spirit: ownerStats.Spirit,
PhysicalAttack: ownerStats.PhysicalAttack,
MagicalAttack: ownerStats.MagicalAttack,
IndependentAttack: ownerStats.IndependentAttack,
PhysicalDefense: ownerStats.PhysicalDefense,
MagicalDefense: ownerStats.MagicalDefense,
FireResistance: ownerStats.FireResistance,
WaterResistance: ownerStats.WaterResistance,
DarkResistance: ownerStats.DarkResistance,
LightResistance: ownerStats.LightResistance,
InventoryLimit: ownerStats.InventoryLimit,
HPRegenSpeed: ownerStats.HPRegenSpeed,
MPRegenSpeed: ownerStats.MPRegenSpeed,
MoveSpeed: ownerStats.MoveSpeed,
AttackSpeed: ownerStats.AttackSpeed,
CastSpeed: ownerStats.CastSpeed,
HitRecovery: ownerStats.HitRecovery,
JumpPower: ownerStats.JumpPower,
Weight: ownerStats.Weight,
}
summary := currentDungeonCompanionBalanceSummary{
OwnerLevel: level,
HPMax: target.HPMax,
MPMax: target.MPMax,
Strength: target.Strength,
Intelligence: target.Intelligence,
Vitality: target.Vitality,
Spirit: target.Spirit,
PhysicalDefense: target.PhysicalDefense,
MagicalDefense: target.MagicalDefense,
PhysicalAttack: target.PhysicalAttack,
MagicalAttack: target.MagicalAttack,
IndependentAttack: target.IndependentAttack,
MoveSpeed: target.MoveSpeed,
AttackSpeed: target.AttackSpeed,
CastSpeed: target.CastSpeed,
}
return target, summary
}
func (s *Service) buildCurrentDungeonCompanionBalanceMode1(
ctx context.Context,
session *gameSession,
state dnfrepo.CompanionSourceState,
) (int, []byte, currentDungeonCompanionBalanceSummary, error) {
if s == nil || state.Owner.CharacterID == "" || state.Source.CharacterID == "" {
return 0, nil, currentDungeonCompanionBalanceSummary{}, fmt.Errorf("companion balance owner/source missing")
}
level := state.Owner.Level
if level < 1 || level > 90 {
return 0, nil, currentDungeonCompanionBalanceSummary{}, fmt.Errorf("companion balance owner level=%d", level)
}
ownerStats, ok := s.characterPVFStatsForUserInfo(ctx, session, state.Owner, true)
if !ok {
return 0, nil, currentDungeonCompanionBalanceSummary{}, fmt.Errorf("companion balance owner PVF stats unavailable")
}
// Use the owner's currently worn PVF stat budget instead of the source
// character's equipment. This is the normalization boundary: appearance,
// profession and skills remain source-owned while combat stats are owner-owned.
ownerStats = s.addEquipmentPVFStatsForUserInfo(ctx, session, state.Owner, ownerStats)
target, summary := buildCurrentDungeonCompanionBalancedVector(ownerStats, level)
synthetic := dnfrepo.CloneCharacter(state.Source)
synthetic.Level = level
synthetic.Stats = characterPVFStatValues(target)
synthetic.Stats["grow_type"] = state.Source.Stats["grow_type"]
synthetic.Stats["stat_level"] = csharpSubtype1ProtocolStatLevel
// Refresh exactly the frozen runtime equipment used for AIC creation and
// mode0: source avatars plus the companion's temporary balanced gear.
reader := csharpLegacyUserInfoReader{
ctx: ctx,
characterID: state.Source.CharacterID,
service: s,
session: session,
suppressActorSkillResources: true,
equipmentSnapshot: &state.Equipment,
}
// This body is embedded in the APC projection alongside its 0/0 mode0;
// it is not a player row addressed to the advertised game server.
mode1 := reader.buildCurrentUserInfoMode1WithEquipmentForOwner(
synthetic,
true,
currentDungeonCompanionProjectionObjectKey,
true,
0,
currentSceneObjectRoute,
currentSceneObjectContext,
)
if len(mode1) <= currentDungeonCompanionMode1ObjectKeyOffset+1 {
return 0, nil, currentDungeonCompanionBalanceSummary{}, fmt.Errorf("companion balance mode1 too short: %d", len(mode1))
}
return level, mode1, summary, nil
}