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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"encoding/binary"
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"testing"
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"longheng.io/server/internal/modules/dnf/channelcatalog"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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func TestTrainingRoomDirectEntryReplaysBuffRegistrationAfterFinishLoading(t *testing.T) {
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service, _ := prepareTutorialScopeRuntime(t, tutorialScopeFixtureOptions{disableTutorial: true})
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repositories, ok := service.repositoryGroup()
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if !ok {
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t.Fatal("training-room fixture repositories unavailable")
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}
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const (
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chronicleItemID uint32 = 116010135
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chronicleSerial uint32 = 20
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)
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chronicleRaw := make([]byte, currentItemListEntryWireSize)
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binary.LittleEndian.PutUint16(chronicleRaw[0:2], 17)
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binary.LittleEndian.PutUint32(chronicleRaw[2:6], chronicleItemID)
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if err := repositories.Inventory.Save(context.Background(), dnfrepo.InventoryRecord{
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CharacterID: "99",
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Slots: map[string]dnfrepo.ItemStack{
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"0:17": {ItemID: int64(chronicleItemID), Count: 1, RawEntry: chronicleRaw, Extra: map[string]string{"item_serial": "20"}},
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},
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}); err != nil {
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t.Fatalf("save registered Chronicle inventory: %v", err)
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}
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if err := saveSkillSwitchInventoryState(context.Background(), repositories.Settings, "99", skillSwitchInventoryState{
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SkillID: 40,
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Items: []skillSwitchBinding{{EquipmentPart: 12, ItemSerial: chronicleSerial, ItemID: chronicleItemID}},
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}); err != nil {
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t.Fatalf("save training-room BUFF registration: %v", err)
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}
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newSession := func() (*bufferConn, *gameSession) {
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connection := &bufferConn{}
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return connection, &gameSession{
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conn: connection,
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channel: channelcatalog.Channel{ID: 16},
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residentChannel: channelcatalog.Channel{ID: 16},
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selectedCharacterID: 99,
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}
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}
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// Without the direct-entry arm nothing is replayed: every other route owns
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// its own op559 and must not get a second one here.
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idleConnection, idle := newSession()
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if err := service.sendCurrentTrainingRoomBuffRegistration(idle, "test_not_training_room"); err != nil {
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t.Fatal(err)
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}
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if idleConnection.write.Len() != 0 {
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t.Fatalf("unarmed session sent %d bytes", idleConnection.write.Len())
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}
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connection, session := newSession()
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session.trainingRoomBuffRegistrationPending = true
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if err := service.sendCurrentTrainingRoomBuffRegistration(session, "test_training_room"); err != nil {
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t.Fatal(err)
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}
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if session.trainingRoomBuffRegistrationPending {
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t.Fatal("training-room BUFF replay stayed armed after sending")
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}
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found := false
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stream := connection.write.Bytes()
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for len(stream) > 0 {
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packet, rest := splitCurrentGameServerUpperPacketAuto(t, stream)
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if packet.Header.MsgID == skillSwitchInventoryAllDataWire {
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found = true
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if len(packet.Body) < 3 || packet.Body[0] != 40 || packet.Body[2] != 1 {
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t.Fatalf("training-room BUFF registration body=%x", packet.Body)
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}
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}
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stream = rest
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}
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if !found {
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t.Fatal("training-room finish loading did not replay the BUFF registration")
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}
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// A second finish loading in the same scene must not send a duplicate.
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duplicateConnection := &bufferConn{}
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session.conn = duplicateConnection
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if err := service.sendCurrentTrainingRoomBuffRegistration(session, "test_training_room_again"); err != nil {
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t.Fatal(err)
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}
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if duplicateConnection.write.Len() != 0 {
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t.Fatalf("second finish loading resent the BUFF registration: %d bytes", duplicateConnection.write.Len())
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}
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// And the hook is really reached from the finish-loading player state, not
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// only callable in isolation - that is the whole point of deferring it.
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hookConnection, hookSession := newSession()
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// The direct-entry projection already installed the dungeon skill manager,
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// so finish loading only publishes state - same as the live route.
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hookSession.dungeonSceneSkillInfoSent = true
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hookSession.trainingRoomBuffRegistrationPending = true
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if err := service.sendCurrentPostFinishLoadingPlayerState(hookSession, "test_training_room_finish_loading"); err != nil {
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t.Fatal(err)
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}
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if hookSession.trainingRoomBuffRegistrationPending {
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t.Fatal("finish-loading player state did not consume the training-room BUFF replay")
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}
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hookFound := false
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stream = hookConnection.write.Bytes()
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for len(stream) > 0 {
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packet, rest := splitCurrentGameServerUpperPacketAuto(t, stream)
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if packet.Header.MsgID == skillSwitchInventoryAllDataWire {
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hookFound = true
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}
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stream = rest
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}
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if !hookFound {
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t.Fatal("finish-loading player state did not replay the training-room BUFF registration")
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}
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}
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