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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"slices"
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"testing"
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"time"
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dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
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dnfquest "longheng.io/server/internal/modules/dnf/quest"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// dailyQuestResetRefreshPVF registers one daily, one repeatable and one one-shot
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// quest that the level-5 fixture character can actually see.
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//
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// 200 [daily] cleared at the boundary
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// 201 [normaly repeat] never cleared
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// 202 [epic] one-shot, never cleared
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func dailyQuestResetRefreshPVF() questListTestSource {
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return questListTestSource{
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dnfquest.DefaultList: "200 `daily.qst`\n201 `repeat.qst`\n202 `oneshot.qst`\n",
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"n_quest/daily.qst": "[grade]\n`[daily]`\n[level]\n1 10\n[job]\n`[gunner]`\n[exposed by npc]\n1\n",
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"n_quest/repeat.qst": "[grade]\n`[normaly repeat]`\n[level]\n1 10\n[job]\n`[gunner]`\n[exposed by npc]\n1\n",
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"n_quest/oneshot.qst": "[grade]\n`[epic]`\n[level]\n1 10\n[job]\n`[gunner]`\n[exposed by npc]\n1\n",
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}
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}
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func buildDailyQuestResetRefreshCatalog(t *testing.T) *dnfquest.Catalog {
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t.Helper()
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index, err := dnfpvf.Build(
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context.Background(),
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dailyQuestResetRefreshPVF(),
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dnfpvf.BuildOptions{Lists: []string{dnfquest.DefaultList}},
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)
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if err != nil {
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t.Fatal(err)
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}
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catalog, err := dnfquest.Load(context.Background(), index)
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if err != nil {
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t.Fatal(err)
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}
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return catalog
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}
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// requireClearQuestListFlag asserts one quest's bit in a raw op356 body.
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func requireClearQuestListFlag(t *testing.T, body []byte, questID int, want byte) {
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t.Helper()
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plain, err := zlibDecompress(body)
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if err != nil {
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t.Fatal(err)
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}
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if len(plain) != 4+currentClearQuestListPayloadSize {
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t.Fatalf("op356 len=%d want=%d", len(plain), 4+currentClearQuestListPayloadSize)
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}
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if got := plain[4+questID]; got != want {
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t.Fatalf("op356 quest %d flag=%d want %d", questID, got, want)
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}
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}
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// dailyResetRefreshTestFixture builds the bridge fixture around one character
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// whose daily was completed in an earlier service day.
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func dailyResetRefreshTestFixture(t *testing.T) (*Service, *gameSession, dnfrepo.Group, *clearQuestReplayTestQueue) {
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t.Helper()
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service, session, repositories := newTownMoveTest(t)
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// The town-move fixture leaves the character without a job; the quest list and
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// the reset both need a usable level/job.
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if err := repositories.Character.Save(context.Background(), dnfrepo.CharacterRecord{
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CharacterID: "29",
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AccountID: "dnf:1",
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Name: "dailyreset",
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Job: "2",
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Level: 5,
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Stats: map[string]int64{"grow_type": 0, "expert_job_type": 0},
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}); err != nil {
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t.Fatal(err)
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}
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service.questCatalog = buildDailyQuestResetRefreshCatalog(t)
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yesterday := time.Now().Add(-30 * time.Hour)
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if err := repositories.Quest.Save(context.Background(), dnfrepo.QuestRecord{
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CharacterID: "29",
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States: map[int64]dnfrepo.QuestState{
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200: {Status: "completed", UpdatedAt: yesterday},
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202: {Status: "completed", UpdatedAt: yesterday},
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},
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}); err != nil {
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t.Fatal(err)
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}
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queue := &clearQuestReplayTestQueue{now: time.Now()}
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service.gameplayTimers = queue
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// The town-move fixture returns a standalone session; register it the way a
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// real login does so the boundary sweep finds it in s.gameSessions.
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service.gameSessions = map[uint16]*gameSession{session.selectedCharacterID: session}
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return service, session, repositories, queue
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}
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// TestDailyQuestResetTimerRepublishesOnlineTaskState covers the case a read-path
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// reset cannot reach on its own: a player who was already online when 06:00
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// passed. The client keeps the task list it was last sent, so yesterday's daily
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// only comes back if the server pushes the authoritative trio at the boundary
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// and the push is built from already-settled state.
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func TestDailyQuestResetTimerRepublishesOnlineTaskState(t *testing.T) {
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service, session, repositories, queue := dailyResetRefreshTestFixture(t)
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service.registerDailyQuestResetTimer()
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if len(queue.dailyNames) != 1 || queue.dailyNames[0] != currentDailyQuestResetTimerName {
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t.Fatalf("registered daily timers=%v, want [%s]", queue.dailyNames, currentDailyQuestResetTimerName)
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}
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connection := session.conn.(*bufferConn)
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connection.write.Reset()
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queue.dailyCallbacks[0](queue.now)
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stream := connection.write.Bytes()
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// The trio, in the order the accept path publishes it.
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ids := currentClearQuestListFrameIDs(stream)
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wantOrder := []uint16{
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currentActiveQuestSnapshotMsgID,
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currentClearQuestListMsgID,
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currentAcceptableQuestListMsgID,
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}
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if !slices.Equal(ids, wantOrder) {
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t.Fatalf("daily reset push frame ids=%v, want %v", ids, wantOrder)
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}
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// op356 is a replacement table: the finished daily must be cleared while an
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// unrelated completed one-shot survives, so the reset is targeted.
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bitmap := currentClearQuestListBody(t, stream)
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requireClearQuestListFlag(t, bitmap, 200, 0)
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requireClearQuestListFlag(t, bitmap, 202, 1)
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// The settlement ran before the projection was built, so the daily itself is
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// gone from storage rather than merely hidden from the packet.
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record, found, err := repositories.Quest.Load(context.Background(), "29")
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if err != nil || !found {
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t.Fatalf("load quest record found=%t err=%v", found, err)
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}
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if _, exists := record.States[200]; exists {
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t.Fatal("the daily row survived the online 06:00 refresh")
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}
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if state, exists := record.States[202]; !exists || state.Status != "completed" {
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t.Fatalf("the one-shot quest row was disturbed: %+v", record.States[202])
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}
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if state, exists := record.States[201]; exists {
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t.Fatalf("an untouched repeatable quest appeared: %+v", state)
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}
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}
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// TestDailyQuestResetTimerRegistersAtTheServiceDayBoundary pins the moment to
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// the same 06:00 line premium.ServiceDayID rolls on, so the notification and the
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// authority cannot drift apart.
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func TestDailyQuestResetTimerRegistersAtTheServiceDayBoundary(t *testing.T) {
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if currentDailyQuestResetHour != 6 || currentDailyQuestResetMinute != 0 {
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t.Fatalf("daily reset timer fires at %02d:%02d, want 06:00 Beijing",
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currentDailyQuestResetHour, currentDailyQuestResetMinute)
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}
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// timequeue.New defaults to a fixed UTC+8, which is the boundary
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// premium.ServiceDayID encodes, so a 06:00 registration is 06:00 Beijing
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// regardless of the host time zone.
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location := time.FixedZone("UTC+8", 8*60*60)
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now := time.Date(2026, 9, 10, 5, 30, 0, 0, location)
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due := time.Date(2026, 9, 10, currentDailyQuestResetHour, currentDailyQuestResetMinute, 0, 0, location)
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if !due.After(now) {
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t.Fatal("probe moment is not after the boundary")
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}
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if due.UTC().Hour() != 22 || due.UTC().Day() != 9 {
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t.Fatalf("06:00 Beijing resolves to %s UTC, want 22:00 UTC on the previous day", due.UTC())
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}
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}
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