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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"net/http"
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"sort"
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appkit "longheng.io/server/internal/platform/app"
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"longheng.io/server/internal/platform/httpx"
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)
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const currentDungeonRuntimeDebugPath = "/debug/dungeon_runtime"
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type dungeonRuntimeMemoryEntry struct {
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CharacterID uint16 `json:"character_id"`
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DungeonID int64 `json:"dungeon_id"`
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MazeIndex int `json:"maze_index"`
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Rooms int `json:"rooms"`
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LayerChains int `json:"layer_chains"`
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Payload bool `json:"payload_present"`
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}
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type dungeonRuntimeMemorySnapshot struct {
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OnlineSessions int `json:"online_sessions"`
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ActiveRuntimes int `json:"active_runtimes"`
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PayloadRuntimes int `json:"payload_runtimes"`
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TotalRooms int `json:"total_rooms"`
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TotalLayerChains int `json:"total_layer_chains"`
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MaxRooms int `json:"max_rooms"`
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MaxLayerChains int `json:"max_layer_chains"`
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PayloadReleases uint64 `json:"payload_releases"`
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Runtimes []dungeonRuntimeMemoryEntry `json:"runtimes"`
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}
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// registerDungeonRuntimeDebugRoute exposes bounded, read-only runtime
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// counters behind the platform admin authentication wrapper.
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func (s *Service) registerDungeonRuntimeDebugRoute(env *appkit.Env) {
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if s == nil || env == nil || env.AdminMux == nil {
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return
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}
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handler := http.HandlerFunc(func(w http.ResponseWriter, _ *http.Request) {
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httpx.WriteJSON(w, http.StatusOK, map[string]any{
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"ok": true,
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"data": s.dungeonRuntimeMemorySnapshot(),
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})
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})
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if env.AdminAuth != nil {
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handler = env.AdminAuth("dnfbridge", handler.ServeHTTP)
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}
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env.AdminMux.HandleFunc(currentDungeonRuntimeDebugPath, handler.ServeHTTP)
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}
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func (s *Service) dungeonRuntimeMemorySnapshot() dungeonRuntimeMemorySnapshot {
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snapshot := dungeonRuntimeMemorySnapshot{}
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if s == nil {
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return snapshot
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}
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snapshot.PayloadReleases = dungeonRuntimePayloadReleaseCount.Load()
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s.mu.Lock()
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sessions := make([]*gameSession, 0, len(s.gameSessions))
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for _, session := range s.gameSessions {
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if session != nil {
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sessions = append(sessions, session)
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}
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}
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s.mu.Unlock()
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snapshot.OnlineSessions = len(sessions)
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seen := make(map[*runtimeDungeonState]struct{}, len(sessions))
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for _, session := range sessions {
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session.dungeon.mu.Lock()
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runtime := session.dungeon.runtime
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if runtime == nil {
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session.dungeon.mu.Unlock()
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continue
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}
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if _, duplicate := seen[runtime]; duplicate {
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session.dungeon.mu.Unlock()
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continue
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}
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seen[runtime] = struct{}{}
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entry := dungeonRuntimeMemoryEntry{
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CharacterID: session.selectedCharacterID,
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Rooms: len(runtime.Rooms),
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LayerChains: len(runtime.LayerChains),
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Payload: runtime.Room != nil || len(runtime.Rooms) != 0 ||
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len(runtime.LayerChains) != 0 || runtime.DropOwner != nil ||
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runtime.tournament != nil || runtime.StoryStages != nil,
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DungeonID: int64(runtime.Dungeon.ID),
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MazeIndex: runtime.MazeIndex,
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}
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session.dungeon.mu.Unlock()
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snapshot.ActiveRuntimes++
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if entry.Payload {
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snapshot.PayloadRuntimes++
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}
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snapshot.TotalRooms += entry.Rooms
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snapshot.TotalLayerChains += entry.LayerChains
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if entry.Rooms > snapshot.MaxRooms {
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snapshot.MaxRooms = entry.Rooms
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}
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if entry.LayerChains > snapshot.MaxLayerChains {
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snapshot.MaxLayerChains = entry.LayerChains
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}
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snapshot.Runtimes = append(snapshot.Runtimes, entry)
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}
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sort.Slice(snapshot.Runtimes, func(i, j int) bool {
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return snapshot.Runtimes[i].CharacterID < snapshot.Runtimes[j].CharacterID
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})
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return snapshot
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}
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