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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hanfuit committed 2026-11-04 14:31:55 +08:00
commit 645b64fe21
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@@ -0,0 +1,181 @@
package dnfbridge
import (
"context"
"longheng.io/server/internal/modules/dnf/alignedcmd"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfproto "longheng.io/server/internal/modules/dnf/protocol"
)
func avatarCompoundGameplayModule() gameplayModuleDefinition {
opcode := uint16(dnfenum.CmdPacketCompoundAvatar)
return gameplayModuleDefinition{
Name: "avatar-compound",
LegacyHandlers: map[uint16]gameplayHandler{
opcode: func(service *Service, session *gameSession, request gameplayRequest) error {
return service.handleCurrentAvatarCompound(session, request.Body)
},
// 绝对/梦想装扮合成器 (e.g. 梦想装扮合成器 10007246, `[action type]
// [absolute bind cube] 0 8 2 0 0`):op1119 请求体 144 字节,
// +0x10 是玩家点名的输出装扮,+0x18 是 8 件材料(槽 + 道具 ID)。
//
// 线上取证(2026-10-04,CubeProbe 只读探针):客户端 class-1 注册表里
// **有** op1119 的处理器 0x1135C10 —— 服务端从来不回这个包,才是
// "合成无结果 + 鼠标点不动" 的根因。回包形状(55 字节,class-1 op1119)
// 逐指令读自 0x1135C10 / 0x1135680 / 0x1F2B850,见
// 梦想装扮合成器op1119_回包格式定案_20261004.md。
uint16(dnfenum.CmdPacketBindPlus): func(service *Service, session *gameSession, request gameplayRequest) error {
return service.handleCurrentAvatarBindPlus(session, request.Body)
},
},
UpperHandlers: map[uint16]gameplayHandler{
opcode: func(service *Service, session *gameSession, request gameplayRequest) error {
if !requireDefaultGameplayClassification(service, session, request, "game-avatar-compound-blocked", "current_exe_class1_op99_required") {
return nil
}
return service.handleCurrentAvatarCompound(session, request.Body)
},
uint16(dnfenum.CmdPacketBindPlus): func(service *Service, session *gameSession, request gameplayRequest) error {
if !requireDefaultGameplayClassification(service, session, request, "game-avatar-bind-plus-blocked", "current_exe_class1_op1119_required") {
return nil
}
return service.handleCurrentAvatarBindPlus(session, request.Body)
},
},
LegacyNormalizers: map[uint16]gameplayLegacyNormalizer{
opcode: func(body []byte) []byte {
if len(body) == currentAvatarCompoundRequestSize+4 {
return append([]byte(nil), body[:currentAvatarCompoundRequestSize]...)
}
return body
},
},
}
}
func (s *Service) handleCurrentAvatarCompound(session *gameSession, body []byte) error {
opcode := uint16(dnfenum.CmdPacketCompoundAvatar)
request, err := parseCurrentAvatarCompoundRequest(body)
if err != nil {
s.logGameEvent(session, "game-avatar-compound-rejected", "body_len", len(body), "reason", err)
return s.sendGameUpperRawClass(session, opcode, currentAvatarCompoundFailureBody(), dnfproto.DefaultChannelClassification)
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
catalog, err := s.currentPVFItemCatalog()
var result currentAvatarCompoundResult
if err == nil {
result, err = s.commitCurrentAvatarCompound(ctx, session, catalog, request)
}
if err != nil {
s.logGameEvent(session, "game-avatar-compound-rejected",
"consume_slot", request.ConsumeSlot,
"slot1", request.Slot1,
"slot2", request.Slot2,
"requested_item", request.RequestedItemID,
"ability_no", request.AbilityNo,
"material_class", request.MaterialClass,
"reason", err)
return s.sendGameUpperRawClass(session, opcode, currentAvatarCompoundFailureBody(), dnfproto.DefaultChannelClassification)
}
if err := s.sendGameUpperRawClass(session, opcode, buildCurrentAvatarCompoundSuccessBody(request, result), dnfproto.DefaultChannelClassification); err != nil {
return err
}
s.logGameEvent(session, "game-avatar-compound-committed",
"consume_slot", request.ConsumeSlot,
"material_item", result.MaterialItemID,
"material_remaining", result.MaterialRemain,
"slot1", request.Slot1,
"slot2", request.Slot2,
"source_item1", result.SourceItemIDs[0],
"source_item2", result.SourceItemIDs[1],
"requested_item", request.RequestedItemID,
"ability_no", request.AbilityNo,
"material_class", request.MaterialClass,
"rare_rate", result.RareRate,
"rare_roll", result.RareRoll,
"rare_hit", result.RareHit,
"new_slots", result.NewSlots,
"new_items", result.NewItemIDs,
"evidence", "NoPack.exe sub_317DE70/sub_1D1C6D0")
return nil
}
// sendCurrentAvatarBindPlusResult 按"客户端真正的消费顺序"下发三包:
//
// 1) 合成器那一格的增量行(先发,让那一格在客户端立刻消失 / 变成剩余数量);
// 2) class-1 op1119 成功回包(客户端据此扣 8 个材料格 + 建结果装扮对象);
// 3) 结果装扮那一格的权威行(回包之后发,把客户端自建对象的属性校正成服务端口径)。
//
// 第 1 包是"合成器不及时消失"的修复(2026-10-04 现场回报),第 3 包是"属性显示
// 有误"的兜底修复(主修复是回包 +0x04/+0x0A 两个字段别再写反)。
func (s *Service) sendCurrentAvatarBindPlusResult(session *gameSession, outcome currentAvatarBindPlusOutcome) error {
opcode := uint16(dnfenum.CmdPacketBindPlus)
if err := s.sendSelectedIncrementalItemSlotRefreshes(session, "avatar_bind_plus_before_success",
[]alignedcmd.ItemSlotRefresh{{ListType: outcome.CubeListType, SlotIndex: outcome.CubeSlot}}); err != nil {
return err
}
if err := s.sendGameUpperRawClass(session, opcode, buildCurrentAvatarBindPlusSuccessBody(outcome), dnfproto.DefaultChannelClassification); err != nil {
return err
}
return s.sendSelectedIncrementalItemSlotRefreshes(session, "avatar_bind_plus_after_success",
[]alignedcmd.ItemSlotRefresh{{ListType: currentAvatarInventoryListType, SlotIndex: outcome.OutputSlot}})
}
// handleCurrentAvatarBindPlus 处理 op1119(梦想/绝对绑定装扮合成器)。
//
// 这是"客户端一直在等的那个回包":处理器 RVA 0x1135C10 从 body[1] 起读 54 字节,
// 按 8 个材料格逐格扣减、再拿 +0x06 的道具 ID 建结果对象。回包形状与理由见
// avatar_bind_plus_protocol.go 顶部注释。
func (s *Service) handleCurrentAvatarBindPlus(session *gameSession, body []byte) error {
opcode := uint16(dnfenum.CmdPacketBindPlus)
request, err := parseCurrentAvatarBindPlusRequest(body)
if err != nil {
s.logGameEvent(session, "game-avatar-bind-plus-rejected",
"body_len", len(body), "reason", err)
return s.sendGameUpperRawClass(session, opcode, currentAvatarBindPlusFailureBody(), dnfproto.DefaultChannelClassification)
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
catalog, err := s.currentPVFItemCatalog()
var outcome currentAvatarBindPlusOutcome
if err == nil {
outcome, err = s.commitCurrentAvatarBindPlus(ctx, session, catalog, request)
}
if err != nil {
s.logGameEvent(session, "game-avatar-bind-plus-rejected",
"body_len", len(body),
"requested_item", request.RequestedItemID,
"ability_no", request.AbilityNo,
"materials", len(request.Materials),
"reason", err)
return s.sendGameUpperRawClass(session, opcode, currentAvatarBindPlusFailureBody(), dnfproto.DefaultChannelClassification)
}
// 合成器那一格必须单独下发一行:客户端 op1119 的处理器只处理 8 个材料格
// (回包 +0x0E 的 8 个槽),**没有任何字段提到合成器**。op99 之所以"合成器立刻
// 消失",是因为它的回包体自带 ConsumeSlot 那一行删除行;1119 没有,所以现场表现
// 是"合成器要整理背包才消失"(2026-10-04 回报)。
if err := s.sendCurrentAvatarBindPlusResult(session, outcome); err != nil {
return err
}
slots := make([]int, 0, len(outcome.ConsumedSlots))
for _, slot := range outcome.ConsumedSlots {
slots = append(slots, int(slot))
}
s.logGameEvent(session, "game-avatar-bind-plus-committed",
"set_index", outcome.SetIndex,
"part", outcome.Part,
"cube_item", outcome.CubeItemID,
"cube_list", outcome.CubeListType,
"cube_slot", outcome.CubeSlot,
"cube_remaining", outcome.CubeRemain,
"material_slots", slots,
"output_item", outcome.OutputItemID,
"output_slot", outcome.OutputSlot,
"ability_no", request.AbilityNo,
"body_len", len(body),
"reply_len", currentAvatarBindPlusReplySize,
"evidence", "CubeProbe class-1 op1119 handler 0x1135C10 + 0x1135680 + 0x1F2B850")
return nil
}