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 +1,142 @@
package dnfbridge
import (
"context"
"sort"
"strings"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
func initialEquipmentRosterSummary(entries []initialEquipmentEntry) []dnfrepo.CharacterRosterEquipSummary {
if len(entries) == 0 {
return nil
}
out := make([]dnfrepo.CharacterRosterEquipSummary, 0, len(entries))
for _, entry := range entries {
if entry.Slot <= 0 || entry.ItemID <= 0 {
continue
}
out = append(out, dnfrepo.CharacterRosterEquipSummary{
Slot: int64(entry.Slot),
ItemIDOrIcon: entry.ItemID,
RawEntry: append([]byte(nil), entry.RawEntry...),
})
}
sortRosterEquipSummary(out)
return out
}
func equipmentRosterSummary(record dnfrepo.EquipmentRecord) []dnfrepo.CharacterRosterEquipSummary {
if len(record.Entries) == 0 {
return nil
}
out := make([]dnfrepo.CharacterRosterEquipSummary, 0, len(record.Entries))
for _, entry := range record.Entries {
if entry.SlotIndex < 0 || entry.ItemID <= 0 {
continue
}
// The roster actor uses the same current appearance-slot table as mode0.
// In particular, PVF starter equipment stores the old worn weapon slot 11,
// while the current client renders a real weapon from appearance slot 12.
// Sending the old value makes the client keep its job-default weapon layer
// and add the equipped model as a second layer.
appearanceSlot, ok := currentActorMode0AppearanceSlot(entry)
if !ok {
continue
}
row := dnfrepo.CharacterRosterEquipSummary{
Slot: int64(appearanceSlot),
ItemIDOrIcon: int64(currentActorAppearanceItemID(entry)),
RawEntry: append([]byte(nil), entry.RawEntry...),
}
// The selection screen reads the weapon row from this summary, not from
// the mode0 snapshot the in-town scene uses. Carry the same reinforcement
// packed-flags (one byte per row, sub_20026C0 packed_byte>>1) so a +15
// real weapon keeps its golden glow on the character-select card; the
// client reads PackedFlags only when ItemIDOrIcon names that weapon.
if appearanceSlot == currentActorMode0WeaponSlot {
row.PackedFlags = int64(currentActorMode0WeaponPackedFlags(entry))
}
out = append(out, row)
}
sortRosterEquipSummary(out)
return filterRosterWeaponAppearance(out)
}
// filterRosterWeaponAppearance sends both the real weapon (slot 12) and a
// weapon avatar (slot 10) on the selection card. The client picks the avatar
// as the visible model but still reads the slot-12 row's PackedFlags to render
// the reinforcement glow (the same byte the mode0 snapshot carries for the
// in-town scene), so dropping either row would make a +15 weapon lose its
// gold aura on the character-select card.
func filterRosterWeaponAppearance(rows []dnfrepo.CharacterRosterEquipSummary) []dnfrepo.CharacterRosterEquipSummary {
if len(rows) == 0 {
return nil
}
return rows
}
func sortRosterEquipSummary(rows []dnfrepo.CharacterRosterEquipSummary) {
sort.SliceStable(rows, func(i, j int) bool {
if rows[i].Slot == rows[j].Slot {
return rows[i].ItemIDOrIcon < rows[j].ItemIDOrIcon
}
return rows[i].Slot < rows[j].Slot
})
}
func characterEquipSummary(character dnfrepo.CharacterRecord) []dnfrepo.CharacterRosterEquipSummary {
if len(character.Roster.Entry.EquipSummary) == 0 {
return nil
}
out := cloneRosterEquipSummary(character.Roster.Entry.EquipSummary)
sortRosterEquipSummary(out)
return out
}
func currentSceneObjectEquipSummary(character dnfrepo.CharacterRecord, hasCharacter bool) []dnfrepo.CharacterRosterEquipSummary {
if !hasCharacter {
return nil
}
out := cloneRosterEquipSummary(character.Roster.Entry.EquipSummary)
sortRosterEquipSummary(out)
return out
}
func cloneRosterEquipSummary(rows []dnfrepo.CharacterRosterEquipSummary) []dnfrepo.CharacterRosterEquipSummary {
if len(rows) == 0 {
return nil
}
out := make([]dnfrepo.CharacterRosterEquipSummary, len(rows))
for idx, row := range rows {
row.RawEntry = append([]byte(nil), row.RawEntry...)
out[idx] = row
}
return out
}
func (s *Service) attachEquipmentSummary(ctx context.Context, repos dnfrepo.Group, record *dnfrepo.CharacterRecord) {
if s == nil || record == nil || strings.TrimSpace(record.CharacterID) == "" {
return
}
if _, err := s.ensureCharacterInitializationSnapshot(ctx, repos, *record); err != nil {
s.logPacketEvent("dnf-character-initialization-backfill-failed",
"character_id", record.CharacterID,
"job", record.Job,
"error", err)
}
if repos.Equipment != nil {
equipment, found, err := repos.Equipment.Load(ctx, record.CharacterID)
if err != nil {
s.logPacketEvent("dnf-character-equipment-load-failed", "character_id", record.CharacterID, "error", err)
} else if found {
// The equipment repository is the durable authority after character
// creation. Replace any cached roster summary even when the current
// equipped set is empty, so unequip-all clears the selector appearance
// and cannot accidentally trigger starter-equipment backfill.
record.Roster.Entry.EquipSummary = equipmentRosterSummary(equipment)
return
}
}
}