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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"fmt"
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dnfcompanion "longheng.io/server/internal/modules/dnf/companion"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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// ⚠️⚠️ 实测禁用的路径 —— 不要再尝试用它"免客户端补丁"地召唤支援兵 ⚠️⚠️
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//
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// 本文件是 Server-90 的「服务端自建 APC」通道(AICharacter code 5405,
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// 阵营 "[character]"),用来把支援兵作为一条普通 extended-actor 行塞进
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// 副本的 START_MAP 列表。把它接进本部署后做过一次实机验证,结论如下:
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//
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// 1. 服务端侧**完全正常**:配置冻结 → run ready → 注入条件成立 →
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// op29 的 actor 数量确实 +1(实测 5 → 6,包长 144 → 165 字节)。
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// 本文件的 actor 行构造与 Server-90 逐行一致。
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//
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// 2. 客户端侧**必然崩溃**:零售 23.5.13 DNF.exe(指纹 8A7AF614…,
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// profile 90cn-decode-bypass-v1)在解析这条含自建 APC 的 op29 时
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// 抛出 0xC0000005 空指针访问违例并闪退:
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// exception code=0xC0000005 address=0236400D access_address=0x00000000
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// esi=0x00000000 edx=0x00000000
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//
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// 3. 因此这条路**只对官方配套客户端有效**:Server-90 的 90CN 客户端补丁
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// (NewNativeCompanionBindings,锁定 DB4 可执行文件)负责让客户端认得
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// 这条行并走原生 APC 召唤。零售客户端没有这套适配,硬塞就会崩。
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//
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// 结论:支援兵在零售客户端上**必须**走 `0x7F41` 投影 + 客户端补丁那条路
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// (见 companion_dungeon_control.go 的 sendFrozenCurrentDungeonCompanionProjection)。
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// 本通道默认关闭(环境变量与标记文件都不设即关闭),保留代码仅供
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// 配套客户端环境使用,勿在零售客户端上打开。
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//
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// ⚠️ 另有一个**门控缺陷**,启用前必须先修:
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// `planRuntimeDungeonExtendedActors` 的 4 个换房调用点
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// (dungeon_move_runtime.go 的 363 / 659 / 779 / 927:普通走图、Boss 门口、
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// 剧情阶段、分层地图)**没有**传 `companionEnabled` 变参,于是它们退回默认
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// 分支,只看 `currentDungeonCompanionP0StartMapEnabled()`(环境变量/标记
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// 文件),**完全不看 run.Ready**。
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//
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// 后果:开关开着但配置未就绪时,进副本不注入(runtime_state 那处有 run gate)
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// 而**第一次换房就注入** → 表现为"进图正常、一换房就闪退",极难排查。
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// 要启用本通道,先把这 4 处改成传入与 dungeon_runtime_state.go:961 相同的
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// run gate 值。
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const currentDungeonCompanionP0APCCode = int64(5405)
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func appendCurrentDungeonCompanionP0StartMapActor(
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plan *runtimeDungeonExtendedActorPlan,
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aiCharacterCatalog *pvfDungeonAICharacterCatalog,
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) error {
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return appendCurrentDungeonCompanionP0StartMapActorForRun(
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plan,
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aiCharacterCatalog,
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currentDungeonCompanionP0StartMapEnabled(),
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)
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}
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func appendCurrentDungeonCompanionP0StartMapActorForRun(
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plan *runtimeDungeonExtendedActorPlan,
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aiCharacterCatalog *pvfDungeonAICharacterCatalog,
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enabled bool,
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) error {
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selector := dnfcompanion.ResolveAITemplate(dnfcompanion.DefaultAIProfile(1), 1)
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return appendCurrentDungeonCompanionP0StartMapActorWithTemplate(plan, aiCharacterCatalog, enabled, selector)
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}
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func appendCurrentDungeonCompanionP0StartMapActorWithTemplate(
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plan *runtimeDungeonExtendedActorPlan,
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aiCharacterCatalog *pvfDungeonAICharacterCatalog,
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enabled bool,
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selector dnfcompanion.AITemplateSelector,
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) error {
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if !enabled {
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return nil
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}
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if plan == nil {
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return errDungeonWorldMapUnavailable
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}
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if aiCharacterCatalog == nil {
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return errDungeonAICharacterUnavailable
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}
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if plan.NextObjectKey == 0 || plan.NextObjectKey > uint32(^uint16(0)) {
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return fmt.Errorf("%w: object_key=%d", errDungeonExtendedActorObjectKeyRange, plan.NextObjectKey)
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}
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if selector.APCCode <= 0 {
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selector.APCCode = currentDungeonCompanionP0APCCode
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}
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definition, found, err := aiCharacterCatalog.Find(selector.APCCode)
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if err != nil {
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return fmt.Errorf("resolve companion P0 AI character code=%d: %w", selector.APCCode, err)
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}
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if !found {
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return fmt.Errorf("%w: companion P0 AI character code=%d", errDungeonAICharacterDefinitionMiss, selector.APCCode)
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}
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apcPacketIndex := uint32(0)
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for _, actor := range plan.Actors {
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if actor.Packet.Type >= 5 && actor.Packet.Type <= 8 {
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apcPacketIndex++
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}
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}
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actorValue := worldmap.AICharacter{
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Code: selector.APCCode,
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Faction: "[character]",
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AIType: "[normal]",
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}
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actor, err := newRuntimeDungeonExtendedActor(
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runtimeDungeonActorAICharacter,
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plan.NextObjectKey,
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selector.APCCode,
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currentDungeonStartMapActor{
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PacketIndex: apcPacketIndex,
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Level: definition.Level,
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Type: 5,
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Blocking: 0,
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},
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)
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if err != nil {
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return err
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}
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actor.AICharacter = cloneRuntimeDungeonAICharacter(actorValue)
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definitionCopy := cloneDungeonAICharacterDefinition(definition)
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actor.AICharacterMetadata = &definitionCopy
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plan.Actors = append(plan.Actors, actor)
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plan.NextObjectKey++
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plan.Diagnostics = append(plan.Diagnostics, fmt.Sprintf(
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"companion P0 START_MAP APC code=%d object_key=%d packet_index=%d level=%d faction=character",
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selector.APCCode,
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actor.ObjectKey,
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actor.Packet.PacketIndex,
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actor.Packet.Level,
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))
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return nil
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}
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func currentDungeonCompanionP0ActorFromPlan(
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plan runtimeDungeonExtendedActorPlan,
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) (runtimeDungeonExtendedActor, bool) {
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for _, actor := range plan.Actors {
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if actor.Kind == runtimeDungeonActorAICharacter &&
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actor.Packet.Code == uint32(currentDungeonCompanionP0APCCode) &&
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actor.HostileReference == nil {
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return actor, true
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}
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}
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return runtimeDungeonExtendedActor{}, false
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}
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