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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"math"
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"strconv"
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dnfitemcooldown "longheng.io/server/internal/modules/dnf/itemcooldown"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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)
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// currentLoadCooltimeItemInfoMsgID 是当前客户端的**道具冷却列表**通知(类 0)。
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//
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// 86 参考服务端把同一形状的两条通知成对注册(_86ref
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// Network/Builders/Init/ItemStateListBodyBuilder.cs:0x00AC 装 CooltimeItemStates、
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// 0x00AE 装 EffectItemStates,body 都是 `[count u8]` + 每项 `[itemID u32][时间 u32]`),
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// 而本树已经在用的 174(= 0x00AE)正是那个 builder 的另一半(见
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// experience_consumable_projection.go,现场校准过)。所以 0xAC(172) 就是冷却列表这一条。
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// 时间字段沿用本树 174 的口径:**剩余秒数**,不是绝对到期时间——如果实机发现客户端把
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// 它当绝对时间,画面会显示成"没有冷却",把这里换成 ExpireAt 即可(一处改动)。
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const currentLoadCooltimeItemInfoMsgID uint16 = 172
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// sendCurrentItemCooltimeProjection 在角色容器可见之后重放仍在冷却中的道具。
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//
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// 客户端的冷却门是进程内内存:用过之后它自己会画冷却圈,但**小退重上就没了**,于是 1 天
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// 冷却的消耗品重上又能用(现场 2026-09-17 运营反馈)。服务端已经把到期时间落进角色
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// stats(inventory.Owner.ReserveItemCooltime),这里把它翻译成客户端能吃的列表。
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//
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// 没有冷却时不发包:登录时客户端本来就是空的,而回城那一发如果发空列表反而会把客户端
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// 自己刚起算的本地冷却抹掉。
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func (s *Service) sendCurrentItemCooltimeProjection(session *gameSession, source string) error {
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if s == nil || session == nil || session.selectedCharacterID == 0 || session.itemCooltimeProjectionSent {
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return nil
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Character == nil {
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return nil
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
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character, found, err := repositories.Character.Load(ctx, characterID)
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if err != nil || !found {
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return err
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}
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now := s.gameplayNow().UTC()
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nowUnix := now.Unix()
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entries := dnfitemcooldown.ActiveEntries(character.Stats, nowUnix)
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// 过期的行顺手清掉:冷却表只增不减的话,每次重上都会多背几条垃圾 stat。
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if dnfitemcooldown.Prune(character.Stats, nowUnix) {
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character.UpdatedAt = now
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if err := dnfrepo.SaveCharacterFields(ctx, repositories.Character, character, dnfrepo.CharacterFieldStats); err != nil {
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return err
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}
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}
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body := buildCurrentItemCooltimeBody(entries, nowUnix)
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if len(body) == 0 {
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return nil
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}
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if err := s.sendGameUpperRawClass(session, currentLoadCooltimeItemInfoMsgID, body, 0); err != nil {
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return err
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}
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session.itemCooltimeProjectionSent = true
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s.logPacketEvent("game-item-cooltime-restore-send",
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"conn_id", session.connID,
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"char_id", session.selectedCharacterID,
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"source", source,
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"entry_count", int(body[0]),
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"body_len", len(body),
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"sequence", "class0/op172-load-cooltime-item-info")
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return nil
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}
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// logAlignedItemCooltimeStates records the durable window a command just started.
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//
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// 这一发**不发包**:客户端消耗道具时自己按同一份 PVF 起本地冷却,重上之后的恢复走
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// 通知 172。这里只把窗口写进游戏日志,作为"服务端确实记住了这次冷却"的证据(运营现场
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// 的验收就是看日志有没有这条,然后小退重上确认仍然被拦)。
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func (s *Service) logAlignedItemCooltimeStates(session *gameSession, result alignedcmd.Result) {
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if s == nil || session == nil || len(result.ItemCooltimeStates) == 0 {
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return
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}
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nowUnix := s.gameplayNow().UTC().Unix()
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for _, state := range result.ItemCooltimeStates {
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s.logGameEvent(session, "game-item-cooltime-started",
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"operation", result.Operation,
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"item_id", state.ItemID,
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"expire_at", state.ExpireAt,
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"remaining_seconds", state.ExpireAt-nowUnix,
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"sequence", "durable_window_recorded_client_starts_its_own_local_cooldown")
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}
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}
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// buildCurrentItemCooltimeBody encodes `[count u8]` + one `[itemID u32][remaining u32]`
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// per still-cooling item. Expired entries are dropped before the count is written
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// so the count byte always matches the rows that follow.
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func buildCurrentItemCooltimeBody(entries []dnfitemcooldown.Entry, nowUnix int64) []byte {
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if len(entries) == 0 {
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return nil
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}
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rows := make([]dnfitemcooldown.Entry, 0, len(entries))
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for _, entry := range entries {
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if entry.ItemID <= 0 || entry.ItemID > math.MaxUint32 || entry.ExpireAt <= nowUnix {
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continue
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}
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rows = append(rows, entry)
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if len(rows) == 0xFF {
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break
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}
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}
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if len(rows) == 0 {
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return nil
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}
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body := make([]byte, 0, 1+8*len(rows))
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body = append(body, byte(len(rows)))
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for _, entry := range rows {
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remaining := entry.ExpireAt - nowUnix
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if remaining > math.MaxUint32 {
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remaining = math.MaxUint32
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}
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body = binary.LittleEndian.AppendUint32(body, uint32(entry.ItemID))
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body = binary.LittleEndian.AppendUint32(body, uint32(remaining))
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}
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return body
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}
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