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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"errors"
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"sync"
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"sync/atomic"
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"time"
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)
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// This file moves socket writes off the session's single event loop.
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//
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// Why it exists (live measurement, 2026-09-25, production server):
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//
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// Connection game-000048 (character 2) ACKed a 返回城镇 click at 07:40:29.958Z
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// and then logged not one further line for 48 seconds -- not even the
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// 3-second security-status heartbeat this client sends while idle. At
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// 07:41:18.926Z the entire town rebuild landed in one burst (op584 twice, the
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// town actor packets, the op9 party frames). The route had not been lost: it was
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// parked behind socket writes to a client that had stopped reading, at up to
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// gameConnWriteBudget (5s) per frame. Squadmates on healthy connections kept
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// playing through the whole window, so this was one character's session, not
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// the server.
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//
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// Every one of those writes runs on the session's only event loop, so the park
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// also stops every unrelated request queued behind it -- the settlement exit,
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// the consumable request after it (the operator's 无色技能用不了 is this same
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// stall, exactly as he suspected: "我感觉就是卡住了导致的"), and chat. Movement
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// keeps working because it does not share that path, which is why the symptom
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// looked like "点返回城镇完全没反应" while the character could still be seen
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// running around.
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//
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// The design keeps two things the current code depends on:
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//
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// - Writes stay ORDERED. One writer goroutine drains one FIFO queue, so the
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// byte stream is identical to the synchronous writes it replaces.
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// - A write failure that is reported immediately still reaches its caller
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// synchronously. A write error is load-bearing here, not cosmetic:
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// altar_runtime.go arms a server-side retry when the dynamic op38 write
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// fails, and altar_runtime_test.go pins "failed write committed or lost
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// retry". Only the stall case is handed to the writer goroutine, so those
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// recovery paths keep working.
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type gameSessionWriter struct {
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service *Service
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session *gameSession
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queue chan *gameWriterFrame
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stopCh chan struct{}
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exited chan struct{}
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stopOnce sync.Once
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// queued counts payload bytes currently waiting in queue.
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queued atomic.Int64
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closed atomic.Bool
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// stalling is set once a producer has spent its whole gameWriterSyncBudget
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// waiting, and cleared by the next completed write. While it is set, later
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// producers enqueue and return instead of each paying the budget again, so
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// a burst aimed at a stalled client costs the event loop nothing.
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stalling atomic.Bool
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mu sync.Mutex
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// stalledAt is when the current stall began, zero while healthy.
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stalledAt time.Time
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// terminalErr is latched when a stall has outlived gameWriterStallLimit.
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// Every later submit returns it, which is what lets the caller's existing
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// fatal path tear the session down exactly as the 5s write deadline does
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// today -- just without parking the event loop for every frame.
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terminalErr error
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}
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type gameWriterFrame struct {
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payload []byte
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result chan error
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}
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const (
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// gameWriterQueueDepth bounds how many frames one client may have queued.
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gameWriterQueueDepth = 512
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// gameWriterQueueBytes bounds the queued payload bytes for one client. A
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// client that stopped reading must not be able to grow server memory.
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gameWriterQueueBytes = 1 << 20
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// gameWriterSyncBudget is how long a producer on the session event loop may
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// wait for its own frame to reach the socket. It is the whole point of this
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// file: the loop may be parked for this long, never for
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// gameConnWriteBudget per frame.
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gameWriterSyncBudget = 250 * time.Millisecond
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// gameWriterStallLimit is how long one frame may stay unwritten before the
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// session's write path reports the stall to its callers. It deliberately
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// equals gameConnWriteBudget: the write deadline it replaces also gave the
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// client 5 seconds before the session was torn down.
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gameWriterStallLimit = gameConnWriteBudget
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// gameWriterStallPoll is how often the writer checks that limit.
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gameWriterStallPoll = 100 * time.Millisecond
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)
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var (
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errGameWriterClosed = errors.New("dnf game session writer is closed")
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errGameWriterBacklog = errors.New("dnf game session writer backlog is full")
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errGameWriterStalled = errors.New("dnf game session write stalled: the client stopped reading")
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)
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// startGameSessionWriter puts a writer goroutine behind one session's socket.
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//
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// Sessions with no connection are left on the direct write path: they cannot
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// write anything, and the tests that build such sessions assert the exact
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// "connection is unavailable" error this must not change.
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func (s *Service) startGameSessionWriter(ctx context.Context, session *gameSession) {
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if s == nil || session == nil || session.conn == nil || session.writer != nil {
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return
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}
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writer := &gameSessionWriter{
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service: s,
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session: session,
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queue: make(chan *gameWriterFrame, gameWriterQueueDepth),
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stopCh: make(chan struct{}),
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exited: make(chan struct{}),
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}
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session.writer = writer
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go writer.run(ctx)
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}
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// stopGameSessionWriter drains what is already queued and retires the writer.
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//
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// ctx bounds the whole drain, exactly like the event loop's own shutdown wait,
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// so a session whose client has stopped reading cannot stall connection cleanup.
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func (s *Service) stopGameSessionWriter(ctx context.Context, session *gameSession) {
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if session == nil || session.writer == nil {
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return
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}
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writer := session.writer
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writer.closed.Store(true)
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writer.stopOnce.Do(func() { close(writer.stopCh) })
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if ctx == nil {
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var cancel context.CancelFunc
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ctx, cancel = context.WithTimeout(context.Background(), gameWriterSyncBudget)
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defer cancel()
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}
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select {
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case <-writer.exited:
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case <-ctx.Done():
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}
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}
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// submit hands one already-encoded frame to the writer.
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//
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// It returns the frame's real write error whenever that error arrives inside
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// gameWriterSyncBudget, which covers every fast failure (a closed socket, a
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// rejected write, a test double that fails on demand). It returns nil once the
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// budget expires, because the client -- not the server -- is what is behind;
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// that is the case the event loop must stop paying for.
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func (w *gameSessionWriter) submit(payload []byte) error {
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if w == nil || len(payload) == 0 {
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return nil
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}
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// terminalFailure is checked before closed so a stall reports its own
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// diagnostic error rather than the generic "writer is closed".
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if err := w.terminalFailure(); err != nil {
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return err
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}
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if w.closed.Load() {
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return errGameWriterClosed
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}
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size := int64(len(payload))
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if w.queued.Load()+size > gameWriterQueueBytes {
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return errGameWriterBacklog
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}
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// The caller's slice is not guaranteed to outlive this call -- writeGameConn
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// used to consume it before returning -- so the frame owns a copy.
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frame := &gameWriterFrame{
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payload: append([]byte(nil), payload...),
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result: make(chan error, 1),
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}
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w.queued.Add(size)
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if err := w.enqueue(frame); err != nil {
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w.queued.Add(-size)
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return err
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}
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if w.stalling.Load() {
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// Already known to be behind. Enqueue and hand control straight back: a
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// burst must not pay gameWriterSyncBudget once per frame.
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return nil
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}
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timer := time.NewTimer(gameWriterSyncBudget)
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defer timer.Stop()
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select {
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case err := <-frame.result:
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return err
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case <-timer.C:
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w.noteStall()
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return nil
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case <-w.exited:
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return errGameWriterClosed
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}
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}
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func (w *gameSessionWriter) enqueue(frame *gameWriterFrame) error {
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select {
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case w.queue <- frame:
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return nil
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case <-w.exited:
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return errGameWriterClosed
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default:
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}
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timer := time.NewTimer(gameWriterSyncBudget)
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defer timer.Stop()
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select {
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case w.queue <- frame:
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return nil
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case <-w.exited:
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return errGameWriterClosed
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case <-timer.C:
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return errGameWriterBacklog
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}
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}
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func (w *gameSessionWriter) run(ctx context.Context) {
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defer close(w.exited)
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if ctx == nil {
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ctx = context.Background()
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}
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ticker := time.NewTicker(gameWriterStallPoll)
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defer ticker.Stop()
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for {
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select {
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case frame := <-w.queue:
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w.queued.Add(-int64(len(frame.payload)))
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err := w.deliver(frame.payload)
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frame.deliver(err)
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// A completed attempt -- success or failure -- means the socket
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// answered, so the stall is over. The error is this frame's alone;
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// the writer keeps serving later frames, exactly like the
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// synchronous path where every write reports its own result.
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w.clearStall()
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case <-ticker.C:
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if err := w.expireStall(); err != nil {
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w.fail(err)
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return
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}
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case <-ctx.Done():
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w.fail(errGameWriterClosed)
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return
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case <-w.stopCh:
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w.drain()
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return
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}
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}
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}
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// deliver performs the one blocking socket write, with the same deadline and
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// the same raw error the synchronous path returned.
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func (w *gameSessionWriter) deliver(payload []byte) error {
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session := w.session
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if session == nil || session.conn == nil {
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return errors.New("dnf game connection is unavailable")
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}
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start := time.Now()
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if err := session.conn.SetWriteDeadline(time.Now().Add(gameConnWriteBudget)); err != nil {
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return err
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}
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defer func() { _ = session.conn.SetWriteDeadline(time.Time{}) }()
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_, err := session.conn.Write(payload)
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if elapsed := time.Since(start); elapsed >= gameConnWriteBudget {
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// Only reachable for a client that stopped reading. Nobody may be
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// waiting for this result any more, so it must not vanish silently:
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// it is the difference between "slow" and "gone".
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w.logStalledWrite(elapsed, len(payload), err)
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}
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return err
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}
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func (frame *gameWriterFrame) deliver(err error) {
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if frame == nil || frame.result == nil {
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return
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}
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select {
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case frame.result <- err:
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default:
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}
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}
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func (w *gameSessionWriter) noteStall() {
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w.mu.Lock()
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if w.stalledAt.IsZero() {
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w.stalledAt = time.Now()
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}
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w.mu.Unlock()
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w.stalling.Store(true)
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}
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func (w *gameSessionWriter) clearStall() {
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w.mu.Lock()
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w.stalledAt = time.Time{}
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w.mu.Unlock()
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w.stalling.Store(false)
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}
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// expireStall latches the terminal error once a stall has outlived
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// gameWriterStallLimit, so the caller's existing fatal handling retires the
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// session instead of the frames piling up behind a client that is gone.
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func (w *gameSessionWriter) expireStall() error {
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w.mu.Lock()
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stalledAt := w.stalledAt
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w.mu.Unlock()
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if stalledAt.IsZero() || time.Since(stalledAt) < gameWriterStallLimit {
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return nil
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}
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return errGameWriterStalled
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}
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func (w *gameSessionWriter) terminalFailure() error {
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w.mu.Lock()
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defer w.mu.Unlock()
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return w.terminalErr
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}
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func (w *gameSessionWriter) fail(err error) {
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if err == nil {
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return
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}
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w.mu.Lock()
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if w.terminalErr == nil {
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w.terminalErr = err
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}
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w.mu.Unlock()
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w.closed.Store(true)
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if errors.Is(err, errGameWriterStalled) || errors.Is(err, errGameWriterClosed) {
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return
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}
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w.logFailure(err)
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}
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// drain writes what is already queued so a closing session still gets its last
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// frames out, then returns. Frames queued after the drain starts are refused by
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// submit's closed check.
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func (w *gameSessionWriter) drain() {
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for {
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select {
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case frame := <-w.queue:
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w.queued.Add(-int64(len(frame.payload)))
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frame.deliver(w.deliver(frame.payload))
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default:
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return
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}
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}
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}
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func (w *gameSessionWriter) logStalledWrite(elapsed time.Duration, size int, err error) {
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if w == nil || w.service == nil || w.session == nil {
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return
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}
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session := w.session
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w.service.logGameEvent(session, "game-write-stalled-on-client",
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"conn_id", session.connID,
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"char_id", session.selectedCharacterID,
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"elapsed_ms", elapsed.Milliseconds(),
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"frame_len", size,
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"error", err,
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"reason", "client_stopped_reading_write_hit_deadline")
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// A stalled write to a raid member is the server-side trace of THAT member's
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// own freeze, so it belongs in the raid cost summary (raid_cost_summary.go).
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if raidKey := w.service.runtimeRaidKeyForMember(session.selectedCharacterID); raidKey != 0 {
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w.service.raidCostMember(raidKey, session.selectedCharacterID)
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w.service.noteRaidCostWriteStall(raidKey, elapsed)
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}
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}
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func (w *gameSessionWriter) logFailure(err error) {
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if w == nil || w.service == nil || w.session == nil {
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return
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}
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session := w.session
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w.service.logGameEvent(session, "game-write-path-failed",
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"conn_id", session.connID,
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"char_id", session.selectedCharacterID,
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"error", err,
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"reason", "session_write_path_retired")
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}
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