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 (
"fmt"
"longheng.io/server/internal/modules/dnf/worldmap"
)
// currentDungeonTrapEventMonsterScope identifies the PVF-owned terrain-event
// family used by Second Spine. The DGN owns at least one event-monster row and
// a random-map selector, while the selected MAP owns event positions and a
// special passive object with retained [trap] children. The trap children are
// script metadata, not op29 actors; class0/op312 activates the client-side
// event controller only after op29 has created the room scene.
func currentDungeonTrapEventMonsterScope(
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
room *runtimeDungeonRoom,
) bool {
if runtime == nil || room == nil || runtime.MazeIndex < 0 ||
runtime.MazeIndex >= len(runtime.Dungeon.Mazes) ||
len(runtime.Dungeon.Metadata.EventMonsters) == 0 ||
!runtime.Dungeon.Metadata.EventMonsterRandomMap.Set ||
len(scene.Map.Map.EventMonsterPositions) == 0 {
return false
}
// Boss-room entrance conditions own the same op312 number but publish it
// only after their hunt counters complete. Never let room entry bypass that
// separate state machine.
if runtime.Dungeon.Mazes[runtime.MazeIndex].BossRoomEntranceCondition != nil {
return false
}
snapshot := room.Snapshot()
if snapshot.Coordinate != scene.Coordinate || snapshot.MapID != scene.Map.Map.ID {
return false
}
for _, object := range scene.SpecialPassiveObjects {
for _, spawn := range object.Spawns {
if normalizeDungeonPVFSymbol(spawn.Kind) == "trap" && spawn.Code > 0 {
return true
}
}
}
return false
}
func (s *Service) publishCurrentDungeonTrapEventMonsterAfterStartMap(
session *gameSession,
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
room *runtimeDungeonRoom,
source string,
) error {
if s == nil || session == nil || !currentDungeonTrapEventMonsterScope(runtime, scene, room) ||
room.eventMonsterConditionWasPublished() {
return nil
}
body := buildCurrentDungeonCompleteConditionPassGateBody()
if len(body) != len(currentDungeonCompleteConditionPassGateBody) {
return fmt.Errorf("current event-monster condition body length %d, want %d", len(body), len(currentDungeonCompleteConditionPassGateBody))
}
if err := s.sendGameUpperRawClass(
session,
currentDungeonCompleteConditionPassGateMsgID,
body,
0,
); err != nil {
return err
}
room.markEventMonsterConditionPublished()
s.logGameEvent(session, "game-dungeon-event-monster-condition-published",
"source", source,
"dungeon_id", runtime.Dungeon.ID,
"maze_index", runtime.MazeIndex,
"room", scene.Coordinate.String(),
"map_id", scene.Map.Map.ID,
"event_monster_definitions", len(runtime.Dungeon.Metadata.EventMonsters),
"event_monster_random_map", runtime.Dungeon.Metadata.EventMonsterRandomMap.Value,
"event_position_count", len(scene.Map.Map.EventMonsterPositions),
"response_opcode", currentDungeonCompleteConditionPassGateMsgID,
"response_body_len", len(body),
"body_source", "current_exe_complete_condition_pass_gate_after_op29_trap_event_scene")
return nil
}