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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"encoding/binary"
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"fmt"
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"reflect"
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"strconv"
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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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"longheng.io/server/internal/platform/eventloop"
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)
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const currentDungeonCompanionProjectionFlagProgression = byte(2)
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// EXP owners can hold dungeon.mu. Post to the existing character event owner
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// so the refresh runs immediately after that transaction/death notification,
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// with the lock released and without waiting for a room change or dungeon exit.
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func (s *Service) queueCurrentDungeonCompanionProgressionRefresh(session *gameSession, sourceID string) {
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runtime := session.dungeon.runtime
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if runtime == nil || runtime.Companion == nil || !runtime.Companion.Ready {
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return
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}
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// Direct owner calls (also used by focused tests) have no event queue and
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// already own the session; they can be inside the dungeon lock.
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if session.events == nil || session.events.loop == nil {
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if err := s.refreshCurrentDungeonCompanionProgression(context.Background(), session, runtime, sourceID); err != nil {
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s.logGameEvent(session, "game-dungeon-companion-live-refresh-failed", "source_character_id", sourceID, "error", err)
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}
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return
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}
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// Submission originates inside this same event owner: it must not block
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// on a full queue. A later committed EXP event can retry a failed enqueue.
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err := session.events.loop.Submit(eventloop.Event{Type: "companion-progression-refresh", Priority: eventloop.PriorityHigh,
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Data: gameSessionEventTask{source: "companion-progression-refresh", characterID: session.selectedCharacterID,
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characterGeneration: session.characterGeneration, async: true, run: func() error {
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session.dungeon.mu.Lock()
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defer session.dungeon.mu.Unlock()
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if session.dungeon.runtime != runtime || !dungeonRuntimeOwnsCharacter(runtime, session.selectedCharacterID) {
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return nil
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}
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if err := s.refreshCurrentDungeonCompanionProgression(context.Background(), session, runtime, sourceID); err != nil {
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s.logGameEvent(session, "game-dungeon-companion-live-refresh-failed", "source_character_id", sourceID, "error", err)
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}
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return nil
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}}})
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if err != nil {
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s.logGameEvent(session, "game-dungeon-companion-live-refresh-failed", "source_character_id", sourceID, "error", err)
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}
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}
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// Called under dungeon.mu. Keep this run's selection and equipment; only the
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// committed progression and the balance owner's current level/stats can change.
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func (s *Service) refreshCurrentDungeonCompanionProgression(ctx context.Context, session *gameSession, runtime *runtimeDungeonState, sourceID string) error {
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run := runtime.Companion
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if run == nil || !run.Ready {
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return nil
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}
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repos, ok := s.repositoryGroup()
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if !ok {
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return dnfrepo.ErrCompanionReadUnavailable
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}
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reader, ok := repos.Character.(dnfrepo.CompanionSourceReader)
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if !ok {
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return dnfrepo.ErrCompanionReadUnavailable
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}
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for i := range run.Sources {
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entry := &run.Sources[i]
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if !entry.Ready || strconv.Itoa(int(entry.SourceCharacterID)) != sourceID {
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continue
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}
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old := entry.ProgressionSnapshot
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if old.Source.CharacterID == "" || len(entry.Body) < currentDungeonCompanionProjectionHeaderSize {
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return fmt.Errorf("companion progression snapshot missing: source=%s", sourceID)
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}
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state, err := reader.ReadCompanionSource(ctx, old.Owner.AccountID, old.Owner.CharacterID, sourceID)
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if err != nil {
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return err
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}
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if state.Source.Level == old.Source.Level && (!entry.BalanceEnabled || state.Owner.Level == old.Owner.Level) &&
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state.Source.Stats["grow_type"] == old.Source.Stats["grow_type"] &&
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state.Source.Stats["ex_equip_slot_stat"] == old.Source.Stats["ex_equip_slot_stat"] &&
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reflect.DeepEqual(state.Skill.Skills, old.Skill.Skills) && reflect.DeepEqual(state.Skill.Layouts, old.Skill.Layouts) {
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return nil
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}
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state.Equipment = dnfrepo.CloneEquipment(old.Equipment)
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state.HasEquipment = old.HasEquipment
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option := currentDungeonCompanionProjectionOptions{AIProfile: entry.AIProfile}
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if entry.BalanceEnabled {
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option.EffectiveLevel, option.Mode1, _, err = s.buildCurrentDungeonCompanionBalanceMode1(ctx, session, state)
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} else {
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stats, found := s.characterPVFStatsForUserInfo(ctx, session, state.Source, true)
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if !found {
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return fmt.Errorf("companion progression PVF stats unavailable: source=%s", sourceID)
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}
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character := dnfrepo.CloneCharacter(state.Source)
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if character.Stats == nil {
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character.Stats = make(map[string]int64)
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}
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for key, value := range characterPVFStatValues(stats) {
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character.Stats[key] = value
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}
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r := csharpLegacyUserInfoReader{ctx: ctx, characterID: sourceID, service: s, session: session,
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suppressActorSkillResources: true, equipmentSnapshot: &state.Equipment}
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// Keep the embedded APC owner paired with its 0/0 mode0 template.
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option.Mode1 = r.buildCurrentUserInfoMode1WithEquipmentForOwner(character, true, currentDungeonCompanionProjectionObjectKey, true, 0, currentSceneObjectRoute, currentSceneObjectContext)
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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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selection := dnfcompanion.Selection{AccountID: state.Owner.AccountID, OwnerCharacterID: state.Owner.CharacterID,
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SourceCharacterID: sourceID, OnlineStateKnown: true}
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projection, body, err := buildCurrentDungeonCompanionProjectionEnvelope(state, selection, s.gameplayNow(), option)
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if err != nil {
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return err
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}
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// Bind to the exact spawn packet, not an actor key inferred from combat.
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// A distinct flag never enters the client's summon queue.
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copy(body[8:16], entry.Body[8:16])
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live := append([]byte(nil), body...)
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// Creation carries the AI plan in this word; a live progression packet
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// carries EXP there. Keep the two packet kinds mutually exclusive.
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live[5] = currentDungeonCompanionProjectionFlagPresent | currentDungeonCompanionProjectionFlagProgression
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binary.LittleEndian.PutUint32(live[68:72], statU32(state.Source, "exp", 0))
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if err := s.sendGameUpperRawClass(session, currentDungeonCompanionProjectionOpcode, live, 0); err != nil {
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return err
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}
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previousLevel := entry.Projection.Level
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entry.Projection, entry.Body, entry.ProgressionSnapshot = projection.Clone(), body, state
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entry.EffectiveLevel, entry.SnapshotAt, entry.SnapshotFingerprint = projection.Level, s.gameplayNow(), projection.Fingerprint()
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if run.SourceCharacterID == entry.SourceCharacterID {
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run.Projection, run.Body = projection.Clone(), append([]byte(nil), body...)
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run.SnapshotAt, run.SnapshotFingerprint = entry.SnapshotAt, entry.SnapshotFingerprint
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}
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s.logGameEvent(session, "game-dungeon-companion-live-refresh-send", "source_character_id", sourceID,
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"previous_level", previousLevel, "level", projection.Level, "learned_skills", len(state.Skill.Skills),
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"dungeon_id", runtime.Dungeon.ID, "current_dungeon", true)
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}
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return nil
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}
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