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