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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"fmt"
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"strconv"
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"strings"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// sendSelectedMainWalletsRefresh restores the current client's process-local
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// list-0 wallet objects after a list-0/list-2 move. The op19 handler can drop
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// slot 0 plus the fixed crystal/soul rows even though their durable values did
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// not change. Sending one narrow op14 keeps the open cargo object graph intact.
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func (s *Service) sendSelectedMainWalletsRefresh(session *gameSession, source string) error {
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if session == nil || session.selectedCharacterID == 0 {
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return fmt.Errorf("main wallet refresh requires a selected character")
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}
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repos, ok := s.repositoryGroup()
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if !ok || repos.Character == nil || repos.AccountInventory == nil {
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return fmt.Errorf("main wallet refresh requires character and account inventory repositories")
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}
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ctx, cancel := context.WithTimeout(context.Background(), currentRepositorySnapshotTimeout)
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defer cancel()
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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character, found, err := repos.Character.Load(ctx, characterID)
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if err != nil {
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return fmt.Errorf("load character %s wallet: %w", characterID, err)
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}
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if !found {
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return fmt.Errorf("character %s wallet not found", characterID)
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}
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gold := int64(0)
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if character.Stats != nil {
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gold = character.Stats["gold"]
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}
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accountID := strings.TrimSpace(s.accountIDForSession(session))
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if accountID == "" {
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return fmt.Errorf("main wallet refresh requires account id")
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}
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account, _, err := repos.AccountInventory.Load(ctx, accountID)
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if err != nil {
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return fmt.Errorf("load account %s wallets: %w", accountID, err)
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}
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entries := make([]currentItemListEntry, 0, 1+int(dnfrepo.SoulWarehouseLastSlot-dnfrepo.CrystalWarehouseFirstSlot+1))
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entries = append(entries, currentGoldWalletItemListEntry(gold))
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for slot := dnfrepo.CrystalWarehouseFirstSlot; slot <= dnfrepo.SoulWarehouseLastSlot; slot++ {
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stack, occupied := account.Slots[dnfrepo.AccountSharedInventorySlotKey(slot)]
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if !occupied || stack.ItemID <= 0 || stack.Count < 0 {
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continue
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}
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entries = append(entries, currentItemListEntryFromStack(dnfrepo.MainInventoryListType, slot, stack))
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}
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sortCurrentItemListEntries(entries)
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body := buildCurrentItemUpdateBody(dnfrepo.MainInventoryListType, entries)
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s.logPacketEvent("game-upper-current-main-wallets-refresh-send",
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"conn_id", session.connID,
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"channel_id", session.channel.ID,
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"source", source,
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"char_id", session.selectedCharacterID,
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"account_id", accountID,
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"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
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"classification", 0,
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"list_type", dnfrepo.MainInventoryListType,
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"entry_count", len(entries),
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"body_len", len(body),
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"sequence", "durable_move_then_op19_ack_then_narrow_gold_crystal_soul_op14")
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
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}
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