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
This commit is contained in:
commit
645b64fe21
4388 files changed
+1405457
No files matched your search
@@ -0,0 +1,168 @@
|
||||
package dnfbridge
|
||||
|
||||
import (
|
||||
"context"
|
||||
"fmt"
|
||||
"strings"
|
||||
|
||||
dnfguardianshield "longheng.io/server/internal/modules/dnf/guardianshield"
|
||||
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
|
||||
)
|
||||
|
||||
const (
|
||||
currentActorMode0AppearanceSlotCount = 14
|
||||
currentActorMode0AppearanceRowBytes = 19
|
||||
currentActorMode0AppearanceEmptyItem = ^uint32(0)
|
||||
currentActorMode0WeaponSlot = 12
|
||||
currentActorMode0ReinforceMax = 0x7f
|
||||
)
|
||||
|
||||
// buildCurrentActorMode0AppearanceSnapshot loads the authoritative worn-item
|
||||
// record and returns the complete current-EXE base-slot-record snapshot. A
|
||||
// found record always produces all slots 0..13, including explicit empty rows
|
||||
// that clear stale client appearance state after an item is removed.
|
||||
func buildCurrentActorMode0AppearanceSnapshot(
|
||||
ctx context.Context,
|
||||
repo dnfrepo.EquipmentRepository,
|
||||
characterID string,
|
||||
) ([]byte, bool, error) {
|
||||
characterID = strings.TrimSpace(characterID)
|
||||
if repo == nil || characterID == "" {
|
||||
return nil, false, nil
|
||||
}
|
||||
if ctx == nil {
|
||||
ctx = context.Background()
|
||||
}
|
||||
|
||||
record, found, err := repo.Load(ctx, characterID)
|
||||
if err != nil || !found {
|
||||
return nil, found, err
|
||||
}
|
||||
body, err := buildCurrentActorMode0AppearanceSnapshotFromEquipment(record)
|
||||
if err != nil {
|
||||
return nil, true, err
|
||||
}
|
||||
return body, true, nil
|
||||
}
|
||||
|
||||
func buildCurrentActorMode0AppearanceSnapshotFromEquipment(record dnfrepo.EquipmentRecord) ([]byte, error) {
|
||||
rows, err := buildCurrentActorMode0AppearanceSummaryFromEquipment(record)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var writer packetWriter
|
||||
writeCurrentSceneObjectEquipSummary(&writer, rows)
|
||||
return writer.bytes(), nil
|
||||
}
|
||||
|
||||
// buildCurrentActorMode0AppearanceSummaryFromEquipment returns the complete
|
||||
// current-EXE base appearance table. All fourteen rows are present so an empty
|
||||
// slot explicitly removes stale client state left by an earlier mode0 update.
|
||||
// Equipment whose worn slot is outside the 0..13 base block (for example the
|
||||
// Guardian support weapon at actor slot 24) is appended as an extra row, the
|
||||
// same mechanism the name-tag card uses for its dedicated slot-28 row.
|
||||
func buildCurrentActorMode0AppearanceSummaryFromEquipment(record dnfrepo.EquipmentRecord) ([]dnfrepo.CharacterRosterEquipSummary, error) {
|
||||
itemIDs := [currentActorMode0AppearanceSlotCount]uint32{}
|
||||
packedFlags := [currentActorMode0AppearanceSlotCount]byte{}
|
||||
occupied := [currentActorMode0AppearanceSlotCount]bool{}
|
||||
for slot := range itemIDs {
|
||||
itemIDs[slot] = currentActorMode0AppearanceEmptyItem
|
||||
}
|
||||
extraRows := make([]dnfrepo.CharacterRosterEquipSummary, 0, 1)
|
||||
|
||||
for _, equipped := range record.Entries {
|
||||
if equipped.ItemID <= 0 {
|
||||
continue
|
||||
}
|
||||
appearanceSlot, ok := currentActorMode0AppearanceSlot(equipped)
|
||||
if !ok {
|
||||
continue
|
||||
}
|
||||
if appearanceSlot >= currentActorMode0AppearanceSlotCount {
|
||||
// The Guardian deck's main shield occupies actor slot 24, the only
|
||||
// out-of-base visual layer the current EXE renders through the
|
||||
// scene-object appearance table; pet (26) and name-tag (28) slots
|
||||
// use their own dedicated fields and must not be projected here.
|
||||
// Slot 24 is shared with other professions' off-hand weapons, so
|
||||
// the row is appended only for the deck-projection entry and keeps
|
||||
// its own numeric value so the client renders the shield exactly as
|
||||
// it does in the roster projection.
|
||||
if appearanceSlot == 24 && dnfguardianshield.IsMainProjectionEntry(equipped) {
|
||||
extraRows = append(extraRows, dnfrepo.CharacterRosterEquipSummary{
|
||||
Slot: int64(appearanceSlot),
|
||||
ItemIDOrIcon: int64(currentActorAppearanceItemID(equipped)),
|
||||
})
|
||||
}
|
||||
continue
|
||||
}
|
||||
if equipped.ItemID > int64(^uint32(0)) {
|
||||
return nil, fmt.Errorf("current actor mode0 appearance item id %d exceeds uint32", equipped.ItemID)
|
||||
}
|
||||
slot := int(appearanceSlot)
|
||||
if occupied[slot] {
|
||||
return nil, fmt.Errorf("current actor mode0 appearance slot %d has duplicate equipment", slot)
|
||||
}
|
||||
occupied[slot] = true
|
||||
itemIDs[slot] = currentActorAppearanceItemID(equipped)
|
||||
if slot == currentActorMode0WeaponSlot {
|
||||
packedFlags[slot] = currentActorMode0WeaponPackedFlags(equipped)
|
||||
}
|
||||
}
|
||||
|
||||
rows := make([]dnfrepo.CharacterRosterEquipSummary, currentActorMode0AppearanceSlotCount)
|
||||
for slot, itemID := range itemIDs {
|
||||
rows[slot] = dnfrepo.CharacterRosterEquipSummary{
|
||||
Slot: int64(slot),
|
||||
ItemIDOrIcon: int64(itemID),
|
||||
PackedFlags: int64(packedFlags[slot]),
|
||||
}
|
||||
}
|
||||
return append(rows, extraRows...), nil
|
||||
}
|
||||
|
||||
func currentActorAppearanceItemID(equipped dnfrepo.EquipmentEntry) uint32 {
|
||||
if linked := sceneInventoryExtraUint32(equipped.Extra, dnfrepo.CloneAvatarAppearanceExtraKey); linked != 0 {
|
||||
return linked
|
||||
}
|
||||
return sceneInventoryUint32FromInt64(equipped.ItemID)
|
||||
}
|
||||
|
||||
func currentActorMode0WeaponPackedFlags(equipped dnfrepo.EquipmentEntry) byte {
|
||||
reinforce := currentItemListEquipmentExtData(equipped)
|
||||
if reinforce > currentActorMode0ReinforceMax {
|
||||
reinforce = currentActorMode0ReinforceMax
|
||||
}
|
||||
// sub_20026C0 stores packed_byte>>1 as the per-slot value and bit 0 as
|
||||
// a separate flag. Reinforcement occupies the value portion; the unrelated
|
||||
// flag remains clear for the authoritative worn-weapon projection.
|
||||
return reinforce << 1
|
||||
}
|
||||
|
||||
func currentActorMode0AppearanceSlot(equipped dnfrepo.EquipmentEntry) (uint64, bool) {
|
||||
// A stale 12<->24 marker from the old dual-weapon swap must not project the
|
||||
// off-hand as a second base weapon. Keep explicit appearance overrides for
|
||||
// clone/avatar data below; this repair applies only to the proved runtime
|
||||
// dual-weapon mismatch.
|
||||
if currentEXEDualWeaponSlotOverridesStaleMarker(equipped) {
|
||||
if equipped.SlotIndex >= 0 && equipped.SlotIndex < currentActorMode0AppearanceSlotCount {
|
||||
return uint64(equipped.SlotIndex), true
|
||||
}
|
||||
return 0, false
|
||||
}
|
||||
if slot, ok := sceneInventoryExtraUint(
|
||||
equipped.Extra,
|
||||
"current_exe_equipment_type",
|
||||
"current_exe_appearance_slot",
|
||||
"appearance_slot",
|
||||
); ok {
|
||||
return slot, true
|
||||
}
|
||||
|
||||
// The same-EXE runtime wire uses direct appearance slots 0..13. Legacy Go
|
||||
// PVF creation records instead store worn slots, so only those records use
|
||||
// the existing worn-slot conversion (11->12, 13..22->14..23, 23->25).
|
||||
if !isPVFInitialEquipment(equipped) && equipped.SlotIndex >= 0 && equipped.SlotIndex < currentActorMode0AppearanceSlotCount {
|
||||
return uint64(equipped.SlotIndex), true
|
||||
}
|
||||
return currentEXEActorEquipmentSlot(equipped)
|
||||
}
|
||||
Reference in new issue
Block a user