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 "testing"
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// TestCurrentSceneTransitionReadyAfterOrdinaryTownMove pins the upstream branch
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// this fork had dropped. The op24/op36 town-area move path retires the initial
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// town route (initialTownRouteCharacterID = 0, stage = idle) and then records
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// townSceneReadyCharacterID for the same character -- it never re-arms the
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// route. Without the "retired route, bound actor" branch the predicate is false
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// for the rest of the session, and every 公会 caller that guards on it fails
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// with the module's generic error byte.
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//
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// Live 2026-10-04 19:44: the player teleported to 安徒恩战舰, moved areas twice,
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// then every 公会金库 deposit was answered op247 {0, 196} and the client showed
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// dstr 21684 「公会仓库尚未完成加载。」— the cargo itself was fine (op261 had
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// just answered capacity 56 / zero rows).
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func TestCurrentSceneTransitionReadyAfterOrdinaryTownMove(t *testing.T) {
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service, session, _, _ := newLegacyTownSceneReadySkillTest(t)
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// Login shape: the initial town route is live and committed.
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if ready, source := service.currentSceneTransitionReadyForState(session); !ready {
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t.Fatalf("committed initial town route read as unready: %s", source)
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}
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// Ordinary town-area move: retire the route, keep the actor bound.
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session.townMu.Lock()
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session.initialTownRouteCharacterID = 0
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session.initialTownRouteStage = currentInitialTownRouteIdle
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session.townSceneReadyCharacterID = session.selectedCharacterID
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session.townMu.Unlock()
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ready, source := service.currentSceneTransitionReadyForState(session)
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if !ready || source != "committed_town_scene_after_initial_route" {
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t.Fatalf("town move left the scene unready: ready=%t source=%s", ready, source)
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}
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if ready, source, busy := service.currentSceneTransitionReadyForStateNonBlocking(session); !ready || busy ||
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source != "committed_town_scene_after_initial_route" {
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t.Fatalf("non-blocking read disagrees: ready=%t busy=%t source=%s", ready, busy, source)
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}
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// The same session states must not read as ready in a dungeon: the dungeon
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// path owns its own boundary (postStartMapPlayerStateSent), and a retired
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// town route is not evidence that a dungeon scene exists.
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session.dungeon.runtime = &runtimeDungeonState{}
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ready, source = service.currentSceneTransitionReadyForState(session)
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if ready || source != "actor_binding_or_scene_transition_incomplete" {
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t.Fatalf("dungeon with a retired town route read as ready: ready=%t source=%s", ready, source)
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}
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if ready, source, busy := service.currentSceneTransitionReadyForStateNonBlocking(session); ready || busy ||
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source != "actor_binding_or_scene_transition_incomplete" {
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t.Fatalf("non-blocking dungeon read disagrees: ready=%t busy=%t source=%s", ready, busy, source)
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}
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session.dungeon.runtime = nil
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// A different character's bound scene must not authorize this session, and a
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// session with no selected character (character select) stays unready.
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session.townMu.Lock()
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session.townSceneReadyCharacterID = session.selectedCharacterID + 1
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session.townMu.Unlock()
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if ready, source := service.currentSceneTransitionReadyForState(session); ready {
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t.Fatalf("another character's town scene authorized the session: %s", source)
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}
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session.townMu.Lock()
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session.townSceneReadyCharacterID = session.selectedCharacterID
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session.selectedCharacterID = 0
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session.townMu.Unlock()
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if ready, source := service.currentSceneTransitionReadyForState(session); ready {
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t.Fatalf("character select read as ready: %s", source)
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}
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}
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