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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"errors"
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"strconv"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfprofession "longheng.io/server/internal/modules/dnf/profession"
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)
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// handleCurrentGrowupChange 处理转职体验请求 RE_GROWUP_CHANGE(legacy cmd=1
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// type=785)。当前 90CN 客户端请求 body 为 14 字节,最后一个字节为目标职业
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// 分支(body[13]);同时兼容 86 客户端的 15 字节布局(目标分支位于 body[14])。
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func (s *Service) handleCurrentGrowupChange(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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characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
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target, err := decodeGrowupChangeTargetGrowType(body)
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if err != nil {
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s.logPacketEvent("growup-change-request-ignored",
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"reason", "body_too_short",
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"body_len", len(body),
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"character_id", characterID)
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return nil
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}
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s.logPacketEvent("growup-change-request",
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"character_id", characterID,
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"target_grow_type", target,
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"body_len", len(body))
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.CharacterSettlement == nil {
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s.logPacketEvent("growup-change-rejected", "reason", "repository_unavailable")
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return nil
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}
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profiles, skillCatalog, err := s.currentProfessionResources(ctx)
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if err != nil {
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s.logPacketEvent("growup-change-rejected", "reason", "profession_resources_unavailable")
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return nil
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}
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result, err := dnfprofession.ApplyGrowupChange(ctx, repositories, dnfprofession.GrowupChangeInput{
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AccountID: s.accountIDForSession(session),
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CharacterID: characterID,
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TargetGrowType: target,
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Profiles: profiles,
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SkillCatalog: skillCatalog,
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CommittedAt: time.Now().UTC(),
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})
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if err != nil {
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s.logPacketEvent("growup-change-rejected", "reason", "owner_failed", "error", err.Error())
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return nil
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}
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ackBody := buildGrowupChangeAckBody(result.ResultCode, result.NewChangeCount)
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if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketReGrowupChange), ackBody); err != nil {
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return err
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}
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s.logPacketEvent("growup-change-ack",
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"character_id", characterID,
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"result_code", result.ResultCode,
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"success", result.Success,
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"new_grow_type", result.NewGrowType,
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"previous_change_count", result.PreviousChangeCount,
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"new_change_count", result.NewChangeCount,
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"gold_cost", result.GoldCost,
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"updated_gold", result.UpdatedGold)
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if !result.Success {
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return nil
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}
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return s.refreshAfterGrowupTransition(session, ctx, result, "growup_change")
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}
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// refreshAfterGrowupTransition 在转职/转职体验成功提交后刷新客户端外观、技能
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// 与用户状态。真正的副本内(runtime 存在且尚未进入回城过渡)中途重建 actor 会
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// 破坏地图运行时,因此只重发当前场景技能信息;一旦进入回城过渡
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// (townReturnPending/townReturnOp24Sent)或已在城镇,则走 mode0/mode1 外观重建
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// 后再补技能与用户状态的完整刷新链路。
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func (s *Service) refreshAfterGrowupTransition(
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session *gameSession,
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ctx context.Context,
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result dnfprofession.GrowupChangeResult,
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eventPrefix string,
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) error {
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if currentGrowupTransitionNeedsDungeonOnlySkill(session) {
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if err := s.sendCurrentSceneSkillInfo(session, ctx, result.Character, "current_exe_"+eventPrefix+"_in_dungeon"); 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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if err := s.sendSelectedActorAppearanceRefresh(session, eventPrefix, "ack_then_mode0_then_mode1"); err != nil {
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return err
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}
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if err := s.sendSelectedActorCurrentSceneSkillInfo(session, "current_exe_"+eventPrefix+"_after_mode1"); err != nil {
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return err
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}
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if err := s.sendSelectedActorUserStateRefresh(session, "current_exe_"+eventPrefix+"_after_skill_rebind"); 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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// currentGrowupTransitionNeedsDungeonOnlySkill 判断转职成功后的刷新是否只需
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// 副本内技能信息。真正的副本内(runtime 存在且尚未进入回城过渡)中途重建 actor
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// 会破坏地图运行时,因此只重发 op19;一旦进入回城过渡(townReturnPending /
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// townReturnOp24Sent,op24 已写出但 runtime 保留等待客户端城镇场景确认)或已
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// 回城,则必须走完整的 mode0/mode1 + op19 + op357 刷新链路,否则客户端职业
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// 信息会停留在旧职业(技能树由 op19 单独刷新,但角色外观/职业缺失)。
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func currentGrowupTransitionNeedsDungeonOnlySkill(session *gameSession) bool {
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if session == nil {
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return false
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}
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session.dungeon.mu.Lock()
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defer session.dungeon.mu.Unlock()
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runtime := session.dungeon.runtime
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if runtime == nil {
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return false
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}
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return !runtime.townReturnPending && !runtime.townReturnOp24Sent
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}
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// decodeGrowupChangeTargetGrowType 从转职体验请求 body 解析目标职业分支。
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// 90CN 客户端 body 为 14 字节(目标分支在 body[13]);兼容 86 客户端
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// 15 字节布局(目标分支在 body[14],GrowupChangeRequestParser offset 14)。
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func decodeGrowupChangeTargetGrowType(body []byte) (byte, error) {
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switch len(body) {
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case 14:
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return body[13], nil
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case 15:
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return body[14], nil
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default:
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return 0, errGrowupChangeBodyTooShort
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}
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}
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var errGrowupChangeBodyTooShort = errors.New("growup change request body must be 14 or 15 bytes")
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// buildGrowupChangeAckBody 构造转职体验 ACK 负载(与 86 GrowupChangeAckBuilder
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// 一致):i32 result code + u8 changeCount。sendGameUpperSuccess 会补 01 前缀。
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func buildGrowupChangeAckBody(resultCode int, changeCount int) []byte {
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body := make([]byte, 5)
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binary.LittleEndian.PutUint32(body[0:4], uint32(resultCode))
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body[4] = byte(changeCount)
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return body
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}
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