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 +1,212 @@
package dnfbridge
import (
"context"
"fmt"
"strconv"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const (
// Current NoPack registers class0/op342 at 0x1D7F470 and dispatches it to
// sub_1D7A3B0. The matching 86JP NOTI name is EXPAND_EQUIPSLOT_INFO.
currentActorExpandedEquipmentMsgID uint16 = 342
// sub_2005720 selects group zero for the current EXE's town actor path.
// sub_1D7A3B0 accepts three group selectors; values >=4 skip that group
// without consuming a sub_1D77560 equipment block.
currentActorExpandedEquipmentTownGroup byte = 0
currentActorExpandedEquipmentSkippedGroup byte = 0xff
)
// buildCurrentActorExpandedEquipmentBody builds the exact body consumed by
// sub_1D7A3B0:
//
// u16 actor key
// repeated three times:
// u8 equipment group
// when group < 4: one complete sub_1D77560 equipment block
//
// Only group zero is populated. The two 0xff selectors are parser-defined
// skipped groups, so this packet updates the existing town actor without
// entering class0/op2 actor creation or replacement.
func buildCurrentActorExpandedEquipmentBody(
actorKey uint16,
rows []currentMode1EquipmentObjectRow,
cloneTitleItemID uint32,
) []byte {
createRows := currentMode1EquipmentCreateRows(rows)
var writer packetWriter
writer.writeUint16(actorKey)
writer.writeByte(currentActorExpandedEquipmentTownGroup)
writer.writeByte(byte(len(createRows)))
for _, row := range createRows {
writeCurrentMode1EquipmentCreateRow(&writer, row)
}
writer.writeUint32(cloneTitleItemID) // sub_1D77560 clone-title state dword.
writer.writeByte(currentActorExpandedEquipmentSkippedGroup)
writer.writeByte(currentActorExpandedEquipmentSkippedGroup)
return writer.bytes()
}
func validateCurrentActorExpandedEquipmentProjection(
record dnfrepo.EquipmentRecord,
rows []currentMode1EquipmentObjectRow,
) ([]currentMode1EquipmentObjectRow, int, error) {
expected := make(map[byte]uint32)
unmapped := 0
for key, entry := range record.Entries {
runtimeSlot, ok := currentEXEActorEquipmentSlot(entry)
if !ok {
if entry.SlotIndex >= 26 && entry.SlotIndex <= 29 && entry.ItemID > 0 {
return nil, unmapped, fmt.Errorf(
"pet equipment entry %q at slot %d lacks an explicit current-EXE runtime slot",
key,
entry.SlotIndex,
)
}
unmapped++
continue
}
if runtimeSlot > 32 {
return nil, unmapped, fmt.Errorf(
"equipment entry %q runtime slot %d is outside current actor slots 0..32",
key,
runtimeSlot,
)
}
if entry.ItemID <= 0 || entry.ItemID > int64(^uint32(0)) {
return nil, unmapped, fmt.Errorf(
"equipment entry %q item id %d is outside current actor uint32 identity",
key,
entry.ItemID,
)
}
slot := byte(runtimeSlot)
if previous, exists := expected[slot]; exists {
return nil, unmapped, fmt.Errorf(
"equipment entries collide at current actor slot %d: item %d and %d",
slot,
previous,
entry.ItemID,
)
}
expected[slot] = uint32(entry.ItemID)
}
createRows := currentMode1EquipmentCreateRows(rows)
actual := make(map[byte]uint32, len(createRows))
for _, row := range createRows {
slot, ok := currentMode1EquipmentActorSlot(row)
if !ok {
return nil, unmapped, fmt.Errorf("verified equipment row has no current actor slot")
}
if previous, exists := actual[slot]; exists {
return nil, unmapped, fmt.Errorf(
"verified equipment rows collide at current actor slot %d: item %d and %d",
slot,
previous,
row.itemID,
)
}
actual[slot] = row.itemID
}
if len(actual) != len(expected) {
return nil, unmapped, fmt.Errorf(
"expanded equipment projection is incomplete: verified=%d expected=%d",
len(actual),
len(expected),
)
}
for slot, itemID := range expected {
if actualItemID, exists := actual[slot]; !exists || actualItemID != itemID {
return nil, unmapped, fmt.Errorf(
"expanded equipment projection slot %d item=%d want=%d present=%t",
slot,
actualItemID,
itemID,
exists,
)
}
}
return createRows, unmapped, nil
}
// sendSelectedActorExpandedEquipmentRefresh sends the current EXE's dedicated
// occupied-row equipment projection. sub_1D7A3B0 first resolves actorKey and
// requires it to equal the already-selected actor. It owns reconciliation of
// the complete group-zero equipment state; callers that need an immediately
// visible paper-doll follow it with the current EXE's native op357 same-state
// redraw, never a client patch or actor-generation packet.
func (s *Service) sendSelectedActorExpandedEquipmentRefresh(
session *gameSession,
source string,
) error {
if session == nil || session.selectedCharacterID == 0 {
return fmt.Errorf("selected actor expanded equipment refresh requires an active character")
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
charID, _, character, hasCharacter := s.selectedCharacterForEnter(ctx, session)
if charID == 0 || charID != session.selectedCharacterID || !hasCharacter {
return fmt.Errorf("selected actor expanded equipment refresh could not load selected actor")
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Equipment == nil {
return fmt.Errorf("selected actor expanded equipment repository is unavailable")
}
equipmentRecord, found, err := repositories.Equipment.Load(ctx, strconv.Itoa(int(charID)))
if err != nil {
return fmt.Errorf("load selected actor expanded equipment: %w", err)
}
if !found {
equipmentRecord = dnfrepo.EquipmentRecord{CharacterID: strconv.Itoa(int(charID))}
}
var legacyRepo dnfrepo.LegacyUserInfoRepository
if repositories.LegacyUserInfo != nil {
legacyRepo = repositories.LegacyUserInfo
}
pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
reader := csharpLegacyUserInfoReader{
ctx: ctx,
repo: legacyRepo,
characterID: strconv.Itoa(int(charID)),
service: s,
session: session,
pvfStats: pvfStats,
hasPVFStats: hasPVFStats,
}
equipmentRows := reader.currentMode1EquipmentObjectRows()
createRows, unmappedRows, err := validateCurrentActorExpandedEquipmentProjection(
equipmentRecord,
equipmentRows,
)
if err != nil {
return fmt.Errorf("validate selected actor expanded equipment: %w", err)
}
body := buildCurrentActorExpandedEquipmentBody(
currentSceneActorObjectKey(charID),
createRows,
currentCloneTitleItemID(character, hasCharacter),
)
s.logPacketEvent("game-upper-selected-actor-expanded-equipment-refresh-send",
"conn_id", session.connID,
"channel_id", session.channel.ID,
"source", source,
"char_id", session.selectedCharacterID,
"actor_object_key", currentSceneActorObjectKey(charID),
"msg_id", currentActorExpandedEquipmentMsgID,
"classification", 0,
"town_group", currentActorExpandedEquipmentTownGroup,
"equipment_entry_count", len(equipmentRows),
"create_entry_count", len(createRows),
"unmapped_non_actor_entry_count", unmappedRows,
"body_len", len(body),
"body_source", "current_exe_sub_1D7A3B0_actor_key_group0_full_sub_1D77560_two_skipped_groups_existing_actor_only")
return s.sendGameUpperRawClass(session, currentActorExpandedEquipmentMsgID, body, 0)
}