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 equipmentSocketGameplayModule() gameplayModuleDefinition {
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opcode := uint16(currentEquipmentSocketOpenOpcode)
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handler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentEquipmentSocketOpen(session, request.Body)
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}
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return gameplayModuleDefinition{
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Name: "equipment-socket",
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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-current-equipment-socket-open-blocked",
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"current_exe_socket_command_class_mismatch",
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func(service *Service, session *gameSession, body []byte) error {
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return service.handleCurrentEquipmentSocketOpen(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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opcode: stripLegacySocketOpenTransportTrailer,
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},
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}
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}
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func (s *Service) handleCurrentEquipmentSocketOpen(session *gameSession, body []byte) error {
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request, err := decodeCurrentSocketOpenRequest(body)
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if err != nil {
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s.logGameEvent(session, "game-current-equipment-socket-open-parse-failed", "body_len", len(body), "err", err)
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return s.sendCurrentSocketParseFailure(session, currentEquipmentSocketOpenOpcode)
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}
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result, err := s.commitCurrentEquipmentSocketOpen(session, request)
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if err != nil {
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s.logGameEvent(session, "game-current-equipment-socket-open-blocked",
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"target_slot", request.TargetSlot,
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"target_item_id", request.TargetItemID,
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"material_slot", request.MaterialSlot,
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"reason", err)
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return s.sendGameUpperFailure(session, currentEquipmentSocketOpenOpcode, 4)
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}
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if err := s.sendGameUpperSuccess(session, currentEquipmentSocketOpenOpcode, buildCurrentEquipmentSocketOpenAckBody(request)); err != nil {
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return err
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}
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s.logGameEvent(session, "game-current-equipment-socket-open-success",
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"target_slot", request.TargetSlot,
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"target_item_id", request.TargetItemID,
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"material_slot", request.MaterialSlot,
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"material_consumed", len(result.Consumed) > 0)
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if err := s.sendCurrentSocketMutationRefresh(session, result, "equipment_socket_open"); 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) commitCurrentEquipmentSocketOpen(session *gameSession, request currentSocketOpenRequest) (currentSocketMutationResult, error) {
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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.OpenEquipmentSocket(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, targetSlot, target, err := currentFindMainInventorySocketTarget(*inventory, request.TargetSlot, request.TargetItemID)
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if err != nil {
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return dnfsocketemblem.Changes{}, err
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}
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data := currentEquipmentEmblemData(target.Extra, target.RawEntry)
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maxOpen := currentEquipmentSocketOpenCount(rule)
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openCount := int(data[0])
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if openCount > maxOpen {
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openCount = maxOpen
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}
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if openCount <= 0 {
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openCount, err = currentOpenEquipmentSocketWithMaterial(catalog, inventory, request.MaterialSlot, rule)
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if err != nil {
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return dnfsocketemblem.Changes{}, err
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}
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result.Consumed = append(result.Consumed, currentSocketChangedSlot{ListType: currentSocketListMain, Slot: request.MaterialSlot})
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}
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currentEnsureEquipmentEmblemSocketsOpen(&data, maxOpen, openCount)
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currentApplyEquipmentEmblemDataToStack(&target, currentSocketListMain, targetSlot, data, currentEquipmentJewelSocketType(rule))
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inventory.Slots[targetKey] = target
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result.Target = currentSocketChangedSlot{ListType: currentSocketListMain, Slot: targetSlot}
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return dnfsocketemblem.Changes{Inventory: 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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