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 +1,144 @@
package dnfbridge
import (
"context"
"strconv"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfguild "longheng.io/server/internal/modules/dnf/guild"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
func buildCurrentGuildAuraBody(characterID uint16, guild *dnfguild.Guild, ownerChannel byte) []byte {
var writer packetWriter
writer.writeByte(6)
writer.writeUint16(1)
writer.writeByte(currentSceneObjectRoute)
writer.writeByte(ownerChannel)
writer.writeUint16(characterID)
// sub_2005AE0 -> template+1493 -> sub_2408B50. Preserve the native
// constructor defaults for the other decorations in this 25-byte block.
writer.writeUint32(1)
writer.writeUint32(0)
frame, mark := uint32(0xffffffff), uint32(0xffffffff)
if guild != nil {
frame, mark = guild.AuraFrame, guild.AuraMark
}
writer.writeUint32(frame)
writer.writeUint32(mark)
writer.writeUint32(0xffffffff)
writer.writeByte(0)
writer.writeUint32(0)
return writer.bytes()
}
// Call only after the target has created this actor with mode0/mode1.
func (s *Service) writeCurrentGuildAuraState(target *gameSession, characterID uint16, guild *dnfguild.Guild, ownerChannel byte) error {
body := buildCurrentGuildAuraBody(characterID, guild, ownerChannel)
if err := s.sendGameUpperRawClass(target, uint16(dnfenum.CmdPacketSetUDPIPPort), body, 0); err != nil {
return err
}
s.logGameEvent(target, "game-guild-actor-aura-sent", "actor_char_id", characterID,
"owner_channel", ownerChannel, "appearance_body", body[7:])
return nil
}
func (s *Service) sendCurrentGuildAuraForCharacter(ctx context.Context, target *gameSession, characterID uint16, ownerChannel byte) error {
var guild *dnfguild.Guild
if err := s.readCurrentGuild(ctx, func(_ dnfrepo.Group, registry dnfguild.Registry) error {
guild, _, _ = registry.GuildForCharacter(strconv.Itoa(int(characterID)))
return nil
}); err != nil {
return err
}
if guild == nil {
return nil // A newly constructed nonmember already has the native -1 indices.
}
return s.writeCurrentGuildAuraState(target, characterID, guild, ownerChannel)
}
// currentGuildForCharacterID resolves the guild one character belongs to, or nil
// when that character is in no guild. It is the by-id form of
// currentGuildForSelectedCharacter, for callers that hold a character id rather
// than a session -- notably the actor-appearance fan-outs, which resolve the
// ACTOR's guild once and reuse it for every receiver.
func (s *Service) currentGuildForCharacterID(ctx context.Context, characterID uint16) (*dnfguild.Guild, error) {
var guild *dnfguild.Guild
if err := s.readCurrentGuild(ctx, func(_ dnfrepo.Group, registry dnfguild.Registry) error {
guild, _, _ = registry.GuildForCharacter(strconv.Itoa(int(characterID)))
return nil
}); err != nil {
return nil, err
}
return guild, nil
}
// sendCurrentGuildAurasForCharacters is the batched form of
// sendCurrentGuildAuraForCharacter: one registry read for the whole roster
// instead of one read per member.
//
// The party/raid scene projection replays this for every member of the roster,
// so a per-member read multiplied the repository traffic by the roster size --
// N reads per member, N^2 for the projection. stress_raid_projection_test.go
// caps the reads of one projection, and a 40-member raid blew through that cap,
// which is how this was caught.
func (s *Service) sendCurrentGuildAurasForCharacters(ctx context.Context, target *gameSession, characterIDs []uint16, ownerChannel byte) error {
if len(characterIDs) == 0 {
return nil
}
guilds := make(map[uint16]*dnfguild.Guild, len(characterIDs))
if err := s.readCurrentGuild(ctx, func(_ dnfrepo.Group, registry dnfguild.Registry) error {
for _, characterID := range characterIDs {
guild, _, _ := registry.GuildForCharacter(strconv.Itoa(int(characterID)))
guilds[characterID] = guild
}
return nil
}); err != nil {
return err
}
for _, characterID := range characterIDs {
guild := guilds[characterID]
if guild == nil {
continue // Nonmembers already carry the native -1 indices.
}
if err := s.writeCurrentGuildAuraState(target, characterID, guild, ownerChannel); err != nil {
return err
}
}
return nil
}
func (s *Service) publishCurrentGuildAuraToTownPeers(actor *gameSession, guild *dnfguild.Guild) {
if s.onlinePlayers == nil {
return
}
for _, peer := range s.onlinePlayers.PeersInSameArea(actor.selectedCharacterID) {
if peer.Session == nil || peer.Session.conn == nil {
continue
}
// Peer-safe read only. The upstream branch blocks here, which is a live
// deadlock in this tree: sendCurrentGuildManagementState is reached from
// the login route while the *actor's* own townMu is already held
// (initial_town_route_progress.go -> publishCurrentGuildPresence ->
// sendCurrentGuildManagementState), so waiting on a peer's town lock
// inverts the lock order between two members signing in at the same
// time -- the 2026-09-22 20:06 incident that wedged sessions 1111 and
// 2222 for six minutes. See sendCurrentGuildManagementStateToPeer.
ready, source, busy := s.currentSceneTransitionReadyForStateNonBlocking(peer.Session)
if busy {
s.logGameEvent(peer.Session, "game-guild-peer-aura-refresh-deferred",
"reason", source, "actor_char_id", actor.selectedCharacterID)
continue
}
if !ready {
continue
}
owner := currentTownRemoteActorOwnerContext(peer.Session, actor.selectedCharacterID)
if owner == currentSceneObjectContext {
continue
}
if err := s.writeCurrentGuildAuraState(peer.Session, actor.selectedCharacterID, guild, owner); err != nil {
s.logGameEvent(peer.Session, "game-guild-peer-aura-refresh-failed", "actor_char_id", actor.selectedCharacterID, "error", err)
}
}
}