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:
hanfuit committed 2026-11-04 14:31:55 +08:00
commit 645b64fe21
4388 files changed
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@@ -0,0 +1,148 @@
package dnfbridge
import (
"context"
"encoding/binary"
"fmt"
"strconv"
"strings"
)
const (
// Current NoPack registers class0/op357 at sub_1D7F3B2 and handles the
// exact u16 actor-key + u8 state-bits body in sub_1D56150.
currentActorUserStateMsgID uint16 = 357
currentActorDefaultUserStateBits byte = 3
)
func clearCurrentActorUserStateRestoreSnapshot(session *gameSession) {
if session == nil {
return
}
session.initialTownActorUserStateRestoreCharacterID = 0
}
func buildCurrentActorUserStateBody(actorKey uint16, stateBits byte) []byte {
body := make([]byte, 3)
binary.LittleEndian.PutUint16(body[0:2], actorKey)
body[2] = stateBits
return body
}
// sendSelectedActorUserStateRefresh reapplies the repository-backed visibility
// flags to the already-bound live actor. Current NoPack's sub_2690230 does not
// treat an unchanged value as a no-op: when the actor model owner exists it
// detaches and reinserts the visible equipment/avatar components. This is the
// native redraw boundary after op19; unlike class0/op2 mode0 it never replaces
// the actor object and therefore preserves the town camera binding.
func (s *Service) sendSelectedActorUserStateRefresh(session *gameSession, source string) error {
return s.sendSelectedActorUserStateRefreshWithPolicy(session, source, true)
}
// sendSelectedActorUserStateRefreshIfNonDefault is used after an actor rebuild.
// The mode0/mode1 actor snapshot already carries the native default value, so
// only a persisted non-default byte needs the extra op357 redraw. Direct option
// edits use the forced variant above so toggling back to the default applies
// immediately in the current scene.
func (s *Service) sendSelectedActorUserStateRefreshIfNonDefault(session *gameSession, source string) error {
return s.sendSelectedActorUserStateRefreshWithPolicy(session, source, false)
}
func (s *Service) sendSelectedActorUserStateRefreshWithPolicy(session *gameSession, source string, force bool) error {
return s.sendActorUserStateRefreshWithPolicy(session, session, source, force)
}
// target receives the visibility of actor, including when a PVP peer has just
// been bound to the native room. Reload the actor's persisted option instead of
// retaining an entry-time copy that becomes stale after an option edit.
func (s *Service) sendActorUserStateRefreshWithPolicy(target, actor *gameSession, source string, force bool) error {
if target == nil || actor == nil || actor.selectedCharacterID == 0 {
return fmt.Errorf("selected actor user state requires an active character")
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Character == nil {
return fmt.Errorf("selected actor user state repository is unavailable")
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
characterID := strconv.Itoa(int(actor.selectedCharacterID))
character, found, err := repositories.Character.Load(ctx, characterID)
if err != nil {
return fmt.Errorf("load selected actor user state character %s: %w", characterID, err)
}
if !found {
return fmt.Errorf("selected actor user state character %s was not found", characterID)
}
stateBits := currentActorDefaultUserStateBits
if character.Stats != nil {
if value, exists := character.Stats["user_state_bits"]; exists {
if value < 0 || value > 0xff {
return fmt.Errorf("selected actor user state bits %d are outside u8", value)
}
stateBits = byte(value)
}
}
if !force && stateBits == currentActorDefaultUserStateBits {
return nil
}
if accountID := strings.TrimSpace(s.accountIDForSession(actor)); accountID != "" &&
accountID != strings.TrimSpace(character.AccountID) {
return fmt.Errorf("selected actor user state character %s owner mismatch", characterID)
}
actorKey := currentSceneActorObjectKey(actor.selectedCharacterID)
body := buildCurrentActorUserStateBody(actorKey, stateBits)
s.logPacketEvent("game-upper-selected-actor-user-state-refresh-send",
"conn_id", target.connID,
"channel_id", target.channel.ID,
"source", source,
"char_id", actor.selectedCharacterID,
"actor_object_key", actorKey,
"msg_id", currentActorUserStateMsgID,
"classification", 0,
"user_state_bits", stateBits,
"body_len", len(body),
"body_source", "current_exe_sub_1D56150_u16_actor_key_u8_state_bits_sub_2690230_native_redraw")
return s.sendGameUpperRawClass(target, currentActorUserStateMsgID, body, 0)
}
// sendInitialTownActorUserStateAfterHUDReadyOnce reapplies the persisted model
// visibility byte after the current client has recreated its selected town
// actor. The game-option table restores the checkbox, while op357 is the
// separate native model-redraw input.
func (s *Service) sendInitialTownActorUserStateAfterHUDReadyOnce(session *gameSession, source string) error {
if s == nil || session == nil {
return nil
}
session.townMu.Lock()
characterID := session.selectedCharacterID
ready := characterID != 0 &&
session.initialTownRouteCharacterID == characterID &&
session.initialTownRouteStage >= currentInitialTownRoutePlayerStateSent &&
session.initialTownLegacySceneReadyAccepted &&
!session.sceneBootstrapTailDeferred &&
session.sceneBootstrapTailSent &&
session.initialTownActorUserStateRestoreCharacterID != characterID
session.townMu.Unlock()
if !ready || currentDungeonSceneActive(session) {
return nil
}
if err := s.sendSelectedActorUserStateRefreshIfNonDefault(session, source); err != nil {
return err
}
session.townMu.Lock()
defer session.townMu.Unlock()
if session.selectedCharacterID != characterID ||
session.initialTownRouteCharacterID != characterID ||
session.initialTownRouteStage < currentInitialTownRoutePlayerStateSent ||
!session.initialTownLegacySceneReadyAccepted ||
session.sceneBootstrapTailDeferred ||
!session.sceneBootstrapTailSent {
return nil
}
session.initialTownActorUserStateRestoreCharacterID = characterID
return nil
}