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
This commit is contained in:
hanfuit committed 2026-11-04 14:31:55 +08:00
commit 645b64fe21
4388 files changed
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@@ -0,0 +1,165 @@
package dnfbridge
import (
"context"
"encoding/binary"
"strconv"
"longheng.io/server/internal/modules/dnf/dnfenum"
)
func (s *Service) sendCurrentGuardianGemMutationRefresh(session *gameSession, result currentGuardianGemMutationResult) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
switch result.Target.Container {
case currentGuardianGemTargetInventory:
if err := s.sendCurrentSocketInventorySlotUpdate(session, result.Target.ListType, result.Target.Slot, "guardian_gem_target"); err != nil {
return err
}
case currentGuardianGemTargetWarehouse:
if err := s.sendCurrentGuardianGemWarehouseSlotUpdate(session, result.Target.ListType, result.Target.Slot); err != nil {
return err
}
case currentGuardianGemTargetEquipped:
if err := s.sendCurrentSocketEquipmentSlotUpdate(session, result.Target.Slot, "guardian_gem_target"); err != nil {
return err
}
}
// Current NoPack accepts the equipped list-3 op14 row, but the list-38
// guardian-gem page does not remove a consumed row from its tab on that
// incremental form. Its proven class0/op13 reader rebuilds the page from
// the ordinary 0x77 list instead, so refresh the authoritative list-38
// container after the committed source consumption.
return s.sendCurrentGuardianGemList38Refresh(session, "guardian_gem_consume")
}
func (s *Service) sendCurrentGuardianGemList38Refresh(session *gameSession, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
body, entrySource, entryCount, ok := s.buildCurrentItemListBodyForSession(ctx, session, currentGuardianGemInventoryListType)
if !ok {
return errCurrentGuardianGemInventoryMissing
}
s.logGameEvent(session, "game-current-guardian-gem-list38-refresh",
"source", source,
"msg_id", uint16(dnfenum.CmdPacketLeaveParty),
"list_type", currentGuardianGemInventoryListType,
"entry_count", entryCount,
"body_len", len(body),
"body_source", entrySource,
"wire_contract", "current_exe_sub_1D72380_raw_0x77")
return s.sendCurrentSceneItemList(session, uint16(dnfenum.CmdPacketLeaveParty), body)
}
// sendSelectedGuardianGemWornMedalRefresh restores raw socket words after
// current mode1/mode3 creates the actor equipment objects. Those creation
// rows establish the medal object but do not carry generic raw 0x77 offsets
// 101..109; the current client has already proved it applies a following
// list-3 op14 row to the worn medal.
func (s *Service) sendSelectedGuardianGemWornMedalRefresh(session *gameSession, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Equipment == nil {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
equipment, found, err := repositories.Equipment.Load(ctx, strconv.Itoa(int(session.selectedCharacterID)))
if err != nil {
return err
}
if !found {
return nil
}
medals := 0
medalSlots := make([]uint64, 0, 4)
medalRawLens := make([]int, 0, 4)
medalOccupied := make([]bool, 0, 4)
for _, equipped := range equipment.Entries {
actorSlot, actorSlotOK := currentEXEActorEquipmentSlot(equipped)
if actorSlotOK && actorSlot == currentGuildMedalActorSlot {
medals++
medalSlots = append(medalSlots, actorSlot)
medalRawLens = append(medalRawLens, len(equipped.RawEntry))
medalOccupied = append(medalOccupied, currentGuardianGemRawSocketOccupied(equipped.RawEntry))
}
}
if medals == 0 || !medalOccupied[0] {
// 诊断(2026-10-08):勋章宝珠在副本里消失时,需要先分清"没找到勋章行"、
// "raw 行没带 socket 字"还是"带了但客户端没吃"。只有这一条能区分三者。
s.logGameEvent(session, "game-current-guardian-gem-worn-skipped",
"source", source,
"char_id", session.selectedCharacterID,
"medal_entries", medals,
"medal_slots", medalSlots,
"medal_raw_lens", medalRawLens,
"medal_socket_occupied", medalOccupied,
"equipment_entries", len(equipment.Entries))
}
for _, equipped := range equipment.Entries {
actorSlot, actorSlotOK := currentEXEActorEquipmentSlot(equipped)
if !actorSlotOK || actorSlot != currentGuildMedalActorSlot || !currentGuardianGemRawSocketOccupied(equipped.RawEntry) {
continue
}
s.logGameEvent(session, "game-current-guardian-gem-worn-refresh",
"source", source,
"actor_slot", currentGuildMedalActorSlot,
"item_id", equipped.ItemID,
"reason", "mode1_mode3_create_rows_do_not_carry_raw_socket_words")
return s.sendCurrentSocketEquipmentSlotUpdate(session, int16(actorSlot), "guardian_gem_select_rehydrate")
}
return nil
}
func currentGuardianGemRawSocketOccupied(raw []byte) bool {
if len(raw) < currentGuardianGemRawSocketOffset+currentGuardianGemSocketCount*currentGuardianGemRawSocketWidth {
return false
}
for socket := 0; socket < currentGuardianGemSocketCount; socket++ {
offset := currentGuardianGemRawSocketOffset + socket*currentGuardianGemRawSocketWidth
if binary.LittleEndian.Uint16(raw[offset:offset+currentGuardianGemRawSocketWidth]) != 0 {
return true
}
}
return false
}
func (s *Service) sendCurrentGuardianGemWarehouseSlotUpdate(session *gameSession, listType byte, slot int16) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Inventory == nil {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
characterID := strconv.Itoa(int(session.selectedCharacterID))
inventory, found, err := repositories.Inventory.Load(ctx, characterID)
if err != nil {
return err
}
var entry currentItemListEntry
if found {
if item, ok := inventory.Warehouse[currentSocketInventoryKey(listType, slot)]; ok && item.ItemID > 0 {
entry = currentItemListEntryFromStack(listType, slot, item)
} else {
entry.patchCore(slot, 0, 0)
}
} else {
entry.patchCore(slot, 0, 0)
}
body := buildCurrentItemUpdateBody(listType, []currentItemListEntry{entry})
s.logGameEvent(session, "game-current-guardian-gem-warehouse-slot-refresh",
"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
"list_type", listType,
"slot", slot,
"body_len", len(body))
return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
}