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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"os"
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"testing"
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platformpvf "longheng.io/server/internal/platform/pvf"
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)
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func TestEquipmentRegenerationPVFResolvesDirectedArmorAndMixedMaterialOwners(t *testing.T) {
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source := dungeonDropCatalogTestSource{
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currentEquipmentRegenerationPath: `[choose part]
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2 ` + "`防具` `cl shoes` `lt shoulder`" + `
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[/choose part]
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[compound need material for specific]
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6 2 10099775 2 3167 100
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[/compound need material for specific]
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[compound specific apply cost by level]
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6 80 3.00 6 90 4.00
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[/compound specific apply cost by level]
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`,
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currentEquipmentRegenerationOverallPath: `[regen level limit]
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6 85 100000 0
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[/regen level limit]
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`,
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"equipment/source.equ": `[rarity] 6
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[minimum level] 85
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[creation rate] 0
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[item group name] ` + "`cl shoes`" + `
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[attach type] ` + "`[sealing]`" + `
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[equipment type] ` + "`[shoes]`" + `
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[durability] 18
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`,
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"equipment/result.equ": `[rarity] 6
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[minimum level] 85
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[creation rate] 0
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[item group name] ` + "`cl shoes`" + `
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[attach type] ` + "`[sealing]`" + `
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[equipment type] ` + "`[shoes]`" + `
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[durability] 22
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`,
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// A different group inside the same [choose part] is a legitimate
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// candidate: part 2 (防具) spans all 25 armour groups, so a 布甲鞋 may
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// regenerate into a 轻甲护肩.
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"equipment/othergroup.equ": `[rarity] 6
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[minimum level] 85
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[creation rate] 0
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[item group name] ` + "`lt shoulder`" + `
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[attach type] ` + "`[sealing]`" + `
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[equipment type] ` + "`[shoulder]`" + `
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[durability] 20
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`,
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// A group that belongs to another part must never be drawn.
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"equipment/otherpart.equ": `[rarity] 6
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[minimum level] 85
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[creation rate] 0
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[item group name] ` + "`amulet`" + `
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[attach type] ` + "`[sealing]`" + `
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[equipment type] ` + "`[amulet]`" + `
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[durability] 20
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`,
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}
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items := &pvfDungeonDropCatalog{
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source: source,
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itemRefs: map[uint32]dungeonDropItemReference{
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1001: {kind: dungeonDropItemEquipment, path: "source.equ"},
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1002: {kind: dungeonDropItemEquipment, path: "result.equ"},
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1003: {kind: dungeonDropItemEquipment, path: "othergroup.equ"},
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1004: {kind: dungeonDropItemEquipment, path: "otherpart.equ"},
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},
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}
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catalog, err := loadCurrentEquipmentRegenerationCatalog(items)
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if err != nil {
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t.Fatal(err)
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}
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resolution, err := catalog.resolve(1001, 0, 2)
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if err != nil {
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t.Fatal(err)
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}
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// The pool is every group the part lists -- 1001, 1002 and 1003 -- and
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// never the amulet from part 3. Restricting it to the source's own group
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// left one candidate and handed the player back the item they fed in.
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if !resolution.Eligible || resolution.SourceItemID != 1001 || resolution.CandidateCount != 3 {
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t.Fatalf("resolution=%+v", resolution)
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}
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switch resolution.ResultItemID {
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case 1001, 1002, 1003:
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default:
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t.Fatalf("result outside the part pool: %+v", resolution)
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}
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if len(resolution.Materials) != 2 || resolution.Materials[0].ItemID != 10099775 || resolution.Materials[0].Count != 6 || !resolution.Materials[0].AccountShared ||
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resolution.Materials[1].ItemID != 3167 || resolution.Materials[1].Count != 300 || resolution.Materials[1].AccountShared {
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t.Fatalf("materials=%+v", resolution.Materials)
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}
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if rejected, err := catalog.resolve(1001, 0, 3); err != nil || rejected.Eligible {
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t.Fatalf("wrong-part resolution=%+v err=%v", rejected, err)
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}
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}
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func TestEquipmentRegenerationRealPVFReportedEightLeggedSteed(t *testing.T) {
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pvfPath := os.Getenv("DNFBRIDGE_REAL_PVF_SMOKE")
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if pvfPath == "" {
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t.Skip("set DNFBRIDGE_REAL_PVF_SMOKE to verify op407 against the active PVF")
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}
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archive, err := platformpvf.Open(pvfPath)
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if err != nil {
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t.Fatal(err)
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}
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items, err := newPVFDungeonDropCatalog(archive)
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if err != nil {
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t.Fatal(err)
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}
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catalog, err := loadCurrentEquipmentRegenerationCatalog(items)
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if err != nil {
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t.Fatal(err)
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}
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resolution, err := catalog.resolve(100250415, 0, 2)
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if err != nil {
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t.Fatal(err)
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}
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if !resolution.Eligible || resolution.SourceItemID != 100250415 || resolution.ResultItemID <= 0 || resolution.ResultEquipmentType == "" || resolution.CandidateCount == 0 {
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t.Fatalf("resolution=%+v", resolution)
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}
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if len(resolution.Materials) != 2 || resolution.Materials[0].ItemID != 10099775 || resolution.Materials[0].Count != 6 || !resolution.Materials[0].AccountShared ||
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resolution.Materials[1].ItemID != 3167 || resolution.Materials[1].Count != 300 || resolution.Materials[1].AccountShared {
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t.Fatalf("materials=%+v", resolution.Materials)
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}
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// 灭战者 (rarity 6, [minimum level] 90, [item group name] `club`) is the
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// live report: the active PVF holds exactly one [sealing] piece per group
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// in that band, so filtering the pool down to the source's own group left
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// one candidate and the player always got their own weapon back. Part 1
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// (武器) lists 37 families, so the pool has to be far larger than one.
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weapon, err := catalog.resolve(101020665, 0, 1)
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if err != nil {
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t.Fatal(err)
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}
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if !weapon.Eligible || weapon.CandidateCount < 10 {
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t.Fatalf("weapon pool collapsed: %+v", weapon)
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}
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}
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