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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package dnfbridge
import (
"errors"
"math"
"sort"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// currentGrantDisjointRewards places one resolved reward set per its fixed
// warehouse identity: the six cube fragment types stack into their fixed
// crystal warehouse slots (354..359) and the six soul types into their fixed
// soul warehouse slots (360..365); every other reward lands in the character
// backpack. Warehouse overflow falls back to the backpack so no reward is
// ever lost. It returns the ACK rows (slot/item/count/granted), whether the
// account warehouse record changed, and an error.
//
// overflow, when non-nil, collects the rows the main bag had no room for
// instead of failing the disassembly; the caller posts them as mail.
func currentGrantDisjointRewards(
inventory *dnfrepo.InventoryRecord,
account *dnfrepo.AccountInventoryRecord,
catalog *pvfDungeonDropCatalog,
rewards []currentDisjointReward,
overflow *[]currentDisjointReward,
mainSlotCount uint16,
) ([]currentDisjointRewardSlot, bool, error) {
if inventory == nil || account == nil || catalog == nil || len(rewards) == 0 {
return nil, false, errCurrentDisjointRewardInvalid
}
previousCounts := make(map[int16]int64)
for key, stack := range inventory.Slots {
listType, slot, ok := parseSceneInventorySlotKey(key)
if ok && listType == dnfrepo.MainInventoryListType && stack.Count > 0 {
previousCounts[slot] = stack.Count
}
}
for key, stack := range account.Slots {
listType, slot, ok := parseSceneInventorySlotKey(key)
if ok && listType == dnfrepo.MainInventoryListType && stack.Count > 0 {
previousCounts[slot] = stack.Count
}
}
changed := make(map[int16]uint32)
accountDirty := false
for _, reward := range rewards {
if reward.ItemID == 0 || reward.Count == 0 {
return nil, false, errCurrentDisjointRewardInvalid
}
definition, err := catalog.ResolveItem(reward.ItemID)
if err != nil || definition.Kind != dungeonDropItemStackable {
return nil, false, errCurrentDisjointRewardInvalid
}
remaining := int64(reward.Count)
// 统一入口:有固定格就先进账号共享仓,装不下的余量再交给下面的角色侧
// 溢出(含溢出邮件)。落点判定不再在这里手写一行。
shared := grantCurrentAccountSharedFirst(account, definition, reward.Count, "dungeon_pvf_disjoint")
if shared.Changed {
accountDirty = true
changed[shared.Slot] = reward.ItemID
}
remaining = int64(shared.Remainder)
if remaining > 0 {
slots, err := grantCurrentCeraShopProduct(inventory, definition, uint32(remaining), mainSlotCount)
if err != nil {
// A full bag used to abort the whole disassembly, so the
// source survived but the player got nothing and had to clear
// space first. Hand the row to the caller's overflow sink
// instead; it posts the rewards as mail inside this same
// transaction, so the source is never consumed by a commit
// whose mail did not land.
if overflow != nil && errors.Is(err, errDungeonPickupInventoryFull) {
*overflow = append(*overflow, currentDisjointReward{
ItemID: reward.ItemID,
Count: uint32(remaining),
})
continue
}
return nil, false, err
}
for _, slotValue := range slots {
slot := int16(slotValue)
stack, found := inventory.Slots[currentCeraShopInventorySlotKey(0, slot)]
if !found || stack.ItemID != int64(reward.ItemID) || stack.Count <= 0 {
return nil, false, errCurrentDisjointRewardInvalid
}
entry := currentItemListEntryFromStack(0, slot, stack)
stack.RawEntry = append([]byte(nil), entry.data[:]...)
inventory.Slots[currentCeraShopInventorySlotKey(0, slot)] = stack
changed[slot] = reward.ItemID
}
}
}
out := make([]currentDisjointRewardSlot, 0, len(changed))
for slot, itemID := range changed {
stack, found := inventory.Slots[currentCeraShopInventorySlotKey(0, slot)]
if !found {
stack, found = account.Slots[currentCeraShopInventorySlotKey(0, slot)]
}
if !found || stack.Count <= 0 || stack.Count > math.MaxUint32 {
return nil, false, errCurrentDisjointRewardInvalid
}
added := stack.Count - previousCounts[slot]
if added <= 0 || added > math.MaxUint32 {
return nil, false, errCurrentDisjointRewardInvalid
}
// Count 与 Granted 是两个不同口径,任何一条弹窗体路径都必须用 Granted:
// Count 是整堆终值(给 0x14 增量行),Granted 是本次新增量(给弹窗"获得 N 个")。
// 两者只在背包里本来没有该道具时数值相同 —— 这正是 op202 早先发错字段却测不出来的原因。
out = append(out, currentDisjointRewardSlot{Slot: slot, ItemID: itemID, Count: uint32(stack.Count), Granted: uint32(added)})
}
sort.Slice(out, func(left, right int) bool { return out[left].Slot < out[right].Slot })
return out, accountDirty, nil
}
// currentDisjointWarehouseFixedSlots 是**权威表**(dnfrepo.AccountSharedWarehouseFixedSlots)
// 的 uint32 视图:六个晶块占晶体仓库 354..359、六个灵魂占灵魂仓库 360..365,
// 一个道具 ID 一个固定格;元素结晶(3166/3167)与其它所有可叠加道具没有固定格,
// 留在角色背包。
//
// 这里过去是一份手写的 12 条硬编码表,与 inventory/owner.go 的
// upgradeAccountSharedMaterialSlot、equipment_regeneration_pvf.go 的
// equipmentRegenerationAccountSharedItem 是三份彼此独立的副本。现改为从权威表**派生**,
// 结构上不可能再各自漂移;保留 map 形态只是为了让既有调用点零改动。
// 权威表本身、以及"获取必须进 354..365 / 允许手动存进个人仓库与账号金库 /
// 取回仍回 354..365"的完整运营口径,见 repository/account_shared_materials.go。
var currentDisjointWarehouseFixedSlots = func() map[uint32]int16 {
canonical := dnfrepo.AccountSharedWarehouseFixedSlots()
out := make(map[uint32]int16, len(canonical))
for itemID, slot := range canonical {
out[uint32(itemID)] = slot
}
return out
}()
// currentAccountWarehouseFixedSlot 是权威表的只读查询入口,供 op19 落点规则使用:
// 晶体/灵魂类道具(六个晶块 + 六个灵魂)在自己账号里只有一个固定仓库格,
// 落在角色背包里的那一份要改回这个格子。
func currentAccountWarehouseFixedSlot(itemID int64) (int16, bool) {
return dnfrepo.AccountSharedWarehouseSlotForItem(itemID)
}