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 +1,157 @@
|
||||
package dnfbridge
|
||||
|
||||
import (
|
||||
"strings"
|
||||
|
||||
"longheng.io/server/internal/modules/dnf/worldmap"
|
||||
)
|
||||
|
||||
// The current 90CN client registers class-0/op0x0138 independently from the
|
||||
// class-1 command enum that happens to use the same numeric value. Its exact
|
||||
// five-byte body is u32(0),u8(0); the client consumes it as
|
||||
// COMPLETE_CONDITION_PASS_GATE and sets its current-dungeon gate flag.
|
||||
const currentDungeonCompleteConditionPassGateMsgID uint16 = 0x0138
|
||||
|
||||
var currentDungeonCompleteConditionPassGateBody = [...]byte{0, 0, 0, 0, 0}
|
||||
|
||||
type currentDungeonBossEntranceHuntProgress struct {
|
||||
TargetID int64
|
||||
Required int64
|
||||
Defeated int64
|
||||
}
|
||||
|
||||
type currentDungeonBossEntranceProgress struct {
|
||||
Action string
|
||||
Targets []currentDungeonBossEntranceHuntProgress
|
||||
Ready bool
|
||||
}
|
||||
|
||||
// currentDungeonBossEntranceConditionProgress evaluates one maze-owned PVF
|
||||
// gate against every visited room in the current run. Room actors are the
|
||||
// authority: an op39 replay cannot increment a counter twice, while revisiting
|
||||
// a cached room preserves the already-defeated state.
|
||||
func currentDungeonBossEntranceConditionProgress(
|
||||
runtime *runtimeDungeonState,
|
||||
) (currentDungeonBossEntranceProgress, bool) {
|
||||
if runtime == nil || runtime.MazeIndex < 0 || runtime.MazeIndex >= len(runtime.Dungeon.Mazes) {
|
||||
return currentDungeonBossEntranceProgress{}, false
|
||||
}
|
||||
condition := runtime.Dungeon.Mazes[runtime.MazeIndex].BossRoomEntranceCondition
|
||||
if condition == nil || strings.TrimSpace(strings.ToLower(condition.Action)) != "clear action" ||
|
||||
len(condition.HuntMonsters) == 0 {
|
||||
return currentDungeonBossEntranceProgress{}, false
|
||||
}
|
||||
|
||||
progress := currentDungeonBossEntranceProgress{
|
||||
Action: "clear action",
|
||||
Targets: make([]currentDungeonBossEntranceHuntProgress, 0, len(condition.HuntMonsters)),
|
||||
Ready: true,
|
||||
}
|
||||
requirements := make(map[int64]int64, len(condition.HuntMonsters))
|
||||
for _, target := range condition.HuntMonsters {
|
||||
if target.TargetID <= 0 || target.Count <= 0 {
|
||||
return currentDungeonBossEntranceProgress{}, false
|
||||
}
|
||||
requirements[target.TargetID] += target.Count
|
||||
}
|
||||
|
||||
defeated := make(map[int64]int64, len(requirements))
|
||||
seenRooms := make(map[*runtimeDungeonRoom]struct{}, len(runtime.Rooms)+1)
|
||||
countRoom := func(room *runtimeDungeonRoom) {
|
||||
if room == nil {
|
||||
return
|
||||
}
|
||||
if _, duplicate := seenRooms[room]; duplicate {
|
||||
return
|
||||
}
|
||||
seenRooms[room] = struct{}{}
|
||||
for _, monster := range room.Snapshot().Monsters {
|
||||
if monster.State != runtimeDungeonMonsterDefeated {
|
||||
continue
|
||||
}
|
||||
if _, tracked := requirements[monster.Spawn.MonsterID]; tracked {
|
||||
defeated[monster.Spawn.MonsterID]++
|
||||
}
|
||||
}
|
||||
}
|
||||
// Include the active room explicitly. It normally shares the pointer held
|
||||
// in Rooms, but doing so keeps the fourth-tower transition correct during
|
||||
// the small commit-to-cache interval after op39.
|
||||
countRoom(runtime.Room)
|
||||
for _, visit := range runtime.Rooms {
|
||||
if visit == nil {
|
||||
continue
|
||||
}
|
||||
countRoom(visit.Room)
|
||||
}
|
||||
|
||||
for _, target := range condition.HuntMonsters {
|
||||
required := requirements[target.TargetID]
|
||||
// Duplicate target rows are folded into one requirement and one
|
||||
// projection. The parser rejects them, but this keeps compact/runtime
|
||||
// callers fail-safe if a future source supplies one.
|
||||
if required == 0 {
|
||||
continue
|
||||
}
|
||||
progress.Targets = append(progress.Targets, currentDungeonBossEntranceHuntProgress{
|
||||
TargetID: target.TargetID,
|
||||
Required: required,
|
||||
Defeated: defeated[target.TargetID],
|
||||
})
|
||||
delete(requirements, target.TargetID)
|
||||
if defeated[target.TargetID] < required {
|
||||
progress.Ready = false
|
||||
}
|
||||
}
|
||||
return progress, true
|
||||
}
|
||||
|
||||
func buildCurrentDungeonCompleteConditionPassGateBody() []byte {
|
||||
return append([]byte(nil), currentDungeonCompleteConditionPassGateBody[:]...)
|
||||
}
|
||||
|
||||
// publishCurrentDungeonBossEntranceGateAfterDeathLocked is called only after
|
||||
// the native op38 death notification has been written. The room snapshots are
|
||||
// the idempotent authority, so replayed op39 traffic cannot advance the gate.
|
||||
// Completion is retained even if the socket write fails, while the sent flag
|
||||
// advances only after op312 reaches the connection.
|
||||
func (s *Service) publishCurrentDungeonBossEntranceGateAfterDeathLocked(
|
||||
session *gameSession,
|
||||
runtime *runtimeDungeonState,
|
||||
) error {
|
||||
progress, found := currentDungeonBossEntranceConditionProgress(runtime)
|
||||
if !found || !progress.Ready {
|
||||
return nil
|
||||
}
|
||||
runtime.bossEntranceConditionComplete = true
|
||||
if runtime.bossEntranceGateNotificationSent {
|
||||
return nil
|
||||
}
|
||||
if err := s.sendGameUpperRawClass(
|
||||
session,
|
||||
currentDungeonCompleteConditionPassGateMsgID,
|
||||
buildCurrentDungeonCompleteConditionPassGateBody(),
|
||||
0,
|
||||
); err != nil {
|
||||
return err
|
||||
}
|
||||
runtime.bossEntranceGateNotificationSent = true
|
||||
coordinate := worldmap.RoomCoordinate{}
|
||||
mapID := int64(0)
|
||||
if runtime != nil && runtime.Session != nil {
|
||||
if scene, ok := runtime.Session.Scene(); ok {
|
||||
coordinate = scene.Coordinate
|
||||
mapID = scene.Map.Map.ID
|
||||
}
|
||||
}
|
||||
s.logGameEvent(session, "game-dungeon-boss-entrance-condition-complete",
|
||||
"dungeon_id", runtime.Dungeon.ID,
|
||||
"maze_index", runtime.MazeIndex,
|
||||
"room", coordinate.String(),
|
||||
"map_id", mapID,
|
||||
"targets", progress.Targets,
|
||||
"response_opcode", currentDungeonCompleteConditionPassGateMsgID,
|
||||
"response_body_len", len(currentDungeonCompleteConditionPassGateBody),
|
||||
"source", "current_exe_complete_condition_pass_gate_after_fourth_target_op38")
|
||||
return nil
|
||||
}
|
||||
Reference in new issue
Block a user