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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dnfachievement "longheng.io/server/internal/modules/dnf/achievement"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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)
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func achievementGameplayModule() gameplayModuleDefinition {
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opcode := uint16(dnfenum.CmdPacketAchievementTrigger)
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handler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentAchievementTrigger(session, request.Body)
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}
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return gameplayModuleDefinition{
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Name: "achievement",
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LegacyHandlers: map[uint16]gameplayHandler{opcode: handler},
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UpperHandlers: map[uint16]gameplayHandler{
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opcode: defaultClassGameplayHandler(
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"game-achievement-trigger-blocked",
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"current_exe_achievement_command_class_mismatch",
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func(service *Service, session *gameSession, body []byte) error {
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return service.handleCurrentAchievementTrigger(session, body)
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},
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),
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},
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}
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}
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// handleCurrentAchievementTrigger owns only the current EXE request/response
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// bytes and response ordering. Progress, completion, title placement, and the
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// inventory commit belong to the achievement domain owner.
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func (s *Service) handleCurrentAchievementTrigger(session *gameSession, body []byte) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if len(body) < 10 {
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s.logGameEvent(session, "game-achievement-trigger-blocked",
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"body_len", len(body),
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"reason", "body_too_short")
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return nil
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}
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questID := int32(binary.LittleEndian.Uint32(body[0:4]))
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delta1 := binary.LittleEndian.Uint16(body[4:6])
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delta2 := binary.LittleEndian.Uint16(body[6:8])
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delta3 := binary.LittleEndian.Uint16(body[8:10])
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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repos, ok := s.repositoryGroup()
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if !ok {
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return nil
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}
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owner, err := dnfachievement.NewOwner(repos, currentAchievementRewardResolver{service: s})
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if err != nil {
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return nil
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}
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result, err := owner.Trigger(ctx, dnfachievement.Command{
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SelectedCharacterID: session.selectedCharacterID,
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QuestID: questID,
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Delta1: delta1,
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Delta2: delta2,
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Delta3: delta3,
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})
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if err != nil {
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s.logGameEvent(session, "game-achievement-trigger-save-failed",
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"char_id", session.selectedCharacterID,
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"reason", err)
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return nil
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}
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s.logGameEvent(session, "game-achievement-trigger",
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"char_id", result.CharacterID,
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"quest_id", result.QuestID,
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"remain1", result.Remain1,
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"remain2", result.Remain2,
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"remain3", result.Remain3,
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"completed", result.Completed)
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var w packetWriter
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w.writeInt32(int(result.QuestID))
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w.writeUint16(result.Remain1)
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w.writeUint16(result.Remain2)
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w.writeUint16(result.Remain3)
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if err := s.sendGameUpperSuccess(session, currentAchievementTriggerMsgID, w.bytes()); err != nil {
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return err
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}
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if !result.Completed {
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return nil
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}
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if result.TitleGranted {
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s.logGameEvent(session, "game-achievement-title-granted",
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"char_id", result.CharacterID,
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"quest_id", result.QuestID,
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"title_item_id", result.TitleItemID,
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"category", result.TitleCategory,
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"slot", result.TitleSlot)
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if err := s.sendCurrentTitleBookList(
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session,
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ctx,
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repos,
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result.CharacterID,
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result.TitleCategory,
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); err != nil {
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return err
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}
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}
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// Current EXE op417 marks the achievement complete itself when all three
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// returned remaining counters are zero. Do not send historical op360 here:
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// this client registers that opcode for a different feature.
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return nil
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}
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type currentAchievementRewardResolver struct {
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service *Service
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}
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func (r currentAchievementRewardResolver) ResolveAchievementDefinition(
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ctx context.Context,
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questID int32,
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) (dnfachievement.Definition, error) {
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if r.service == nil {
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return dnfachievement.Definition{}, dnfachievement.ErrDefinitionNotFound
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}
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return r.service.resolveAchievementDefinition(ctx, questID)
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}
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