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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"fmt"
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dnfsocketemblem "longheng.io/server/internal/modules/dnf/socketemblem"
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)
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func equipmentEmblemControlGameplayModule() gameplayModuleDefinition {
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controlOpcode := uint16(currentNoBody796Opcode)
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attachOpcode := uint16(currentEquipmentEmblemAttachOpcode)
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controlHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentNoBody796(session, request.Body)
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}
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attachHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentEquipmentEmblemAttach(session, request.Body)
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}
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return gameplayModuleDefinition{
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Name: "equipment-emblem-control",
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LegacyHandlers: map[uint16]gameplayHandler{
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controlOpcode: controlHandler,
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attachOpcode: attachHandler,
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},
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UpperHandlers: map[uint16]gameplayHandler{
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controlOpcode: defaultClassGameplayHandler(
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"game-current-no-body-796-blocked",
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"current_exe_no_body_796_class_mismatch",
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func(service *Service, session *gameSession, body []byte) error {
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return service.handleCurrentNoBody796(session, body)
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},
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),
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attachOpcode: defaultClassGameplayHandler(
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"game-current-equipment-emblem-attach-blocked",
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"current_exe_equipment_emblem_command_class_mismatch",
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func(service *Service, session *gameSession, body []byte) error {
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return service.handleCurrentEquipmentEmblemAttach(session, body)
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},
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),
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},
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LegacyNormalizers: map[uint16]gameplayLegacyNormalizer{
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controlOpcode: stripLegacyNoBody796TransportTrailer,
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attachOpcode: stripLegacyEmblemAttachTransportTrailer,
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},
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}
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}
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func (s *Service) handleCurrentNoBody796(session *gameSession, body []byte) error {
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// Current NoPack sub_156ED20 writes only class1/op796, and the registered
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// success reader sub_1D24BD0 consumes no business bytes. Do not infer
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// emblem target/source fields from this acknowledgement or mutate inventory.
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if len(body) != 0 {
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s.logGameEvent(session, "game-current-no-body-796-parse-failed", "body_len", len(body))
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return s.sendGameUpperFailure(session, currentNoBody796Opcode, 4)
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}
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if err := s.sendGameUpperSuccess(session, currentNoBody796Opcode, buildCurrentNoBody796AckBody()); err != nil {
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return err
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}
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s.logGameEvent(session, "game-current-no-body-796-success")
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return nil
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}
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func (s *Service) handleCurrentEquipmentEmblemAttach(session *gameSession, body []byte) error {
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request, err := decodeCurrentEmblemAttachRequest(body)
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if err != nil {
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s.logGameEvent(session, "game-current-equipment-emblem-attach-parse-failed",
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"body_len", len(body),
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"err", err)
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return s.sendCurrentSocketParseFailure(session, currentEquipmentEmblemAttachOpcode)
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}
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result, err := s.commitCurrentEquipmentEmblemAttach(session, request)
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if err != nil {
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s.logGameEvent(session, "game-current-equipment-emblem-attach-blocked",
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"target_slot", request.TargetSlot,
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"target_item_id", request.TargetItemID,
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"emblem_count", len(request.Emblems),
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"reason", err)
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return s.sendGameUpperFailure(session, currentEquipmentEmblemAttachOpcode, 4)
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}
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if err := s.sendGameUpperSuccess(session, currentEquipmentEmblemAttachOpcode, buildCurrentEquipmentEmblemAttachAckBody(request)); err != nil {
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return err
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}
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s.logGameEvent(session, "game-current-equipment-emblem-attach-success",
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"target_slot", request.TargetSlot,
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"target_item_id", request.TargetItemID,
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"emblem_count", len(request.Emblems))
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if err := s.sendCurrentSocketMutationRefresh(session, result, "equipment_emblem_attach"); err != nil {
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return err
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}
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return nil
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}
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func (s *Service) commitCurrentEquipmentEmblemAttach(session *gameSession, request currentEmblemAttachRequest) (currentSocketMutationResult, error) {
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if request.TargetItemID <= 0 || len(request.Emblems) == 0 {
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return currentSocketMutationResult{}, errCurrentSocketTargetMissing
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}
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characterID, owner, catalog, err := s.currentSocketMutationOwner(session)
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if err != nil {
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return currentSocketMutationResult{}, err
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}
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rule, err := currentSocketEquipmentRule(catalog, request.TargetItemID)
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if err != nil {
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return currentSocketMutationResult{}, err
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}
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if rule.class != currentEquipmentPlacementClassNormal {
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return currentSocketMutationResult{}, fmt.Errorf("%w: item=%d type=%s", errCurrentSocketTargetKindMismatch, request.TargetItemID, rule.pvfType)
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}
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var result currentSocketMutationResult
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err = owner.AttachEquipmentEmblems(context.Background(), dnfsocketemblem.Command{
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CharacterID: characterID,
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Project: func(assets *dnfsocketemblem.Assets) (dnfsocketemblem.Changes, error) {
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inventory := assets.Inventory
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targetKey := currentSocketInventoryKey(currentSocketListMain, request.TargetSlot)
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if target, ok := inventory.Slots[targetKey]; ok && target.ItemID == request.TargetItemID && target.ItemID > 0 {
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data := currentEquipmentEmblemData(target.Extra, target.RawEntry)
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if err := currentApplyEquipmentEmblems(catalog, rule, inventory, &data, request.Emblems); err != nil {
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return dnfsocketemblem.Changes{}, err
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}
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currentApplyEquipmentEmblemDataToStack(&target, currentSocketListMain, request.TargetSlot, data, currentEquipmentJewelSocketType(rule))
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inventory.Slots[targetKey] = target
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result.Target = currentSocketChangedSlot{ListType: currentSocketListMain, Slot: request.TargetSlot}
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result.Consumed = currentEmblemConsumedSlots(request.Emblems)
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return dnfsocketemblem.Changes{Inventory: true}, nil
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}
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if !assets.EquipmentFound {
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return dnfsocketemblem.Changes{}, fmt.Errorf("%w: equipped slot=%d", errCurrentSocketTargetMissing, request.TargetSlot)
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}
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entryKey, entry, ok := currentFindEquippedEntry(*assets.Equipment, request.TargetSlot, request.TargetItemID, currentEquipmentPlacementClassNormal)
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if !ok {
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return dnfsocketemblem.Changes{}, fmt.Errorf("%w: equipped slot=%d item=%d", errCurrentSocketTargetMissing, request.TargetSlot, request.TargetItemID)
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}
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data := currentEquipmentEmblemData(entry.Extra, entry.RawEntry)
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if err := currentApplyEquipmentEmblems(catalog, rule, inventory, &data, request.Emblems); err != nil {
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return dnfsocketemblem.Changes{}, err
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}
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currentApplyEquipmentEmblemDataToEquipment(&entry, data, currentEquipmentJewelSocketType(rule))
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assets.Equipment.Entries[entryKey] = entry
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result.Target = currentSocketChangedSlot{ListType: currentSocketListEquipment, Slot: entry.SlotIndex}
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result.TargetEquipped = true
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result.Consumed = currentEmblemConsumedSlots(request.Emblems)
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return dnfsocketemblem.Changes{Inventory: true, Equipment: true}, nil
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},
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})
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if errors.Is(err, dnfsocketemblem.ErrInventoryNotFound) {
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err = errCurrentSocketInventoryMissing
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}
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if err != nil {
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return currentSocketMutationResult{}, err
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}
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return result, nil
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}
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