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 +1,96 @@
package dnfbridge
import (
"context"
"fmt"
"strconv"
dnfitemlock "longheng.io/server/internal/modules/dnf/itemlock"
)
// buildCurrentItemLockSnapshotForSession reads the durable lock owner after
// the selected actor's containers have been built. The client does not infer
// this state from an item row, so even an all-unlocked inventory must receive
// the explicit empty op251 list.
func (s *Service) buildCurrentItemLockSnapshotForSession(ctx context.Context, session *gameSession) ([]byte, bool) {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return nil, false
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Inventory == nil {
return nil, false
}
characterID := strconv.Itoa(int(session.selectedCharacterID))
record, found, err := repositories.Inventory.Load(ctx, characterID)
if err != nil {
s.logPacketEvent("game-upper-select-item-lock-snapshot-deferred",
"conn_id", session.connID,
"channel_id", session.channel.ID,
"char_id", session.selectedCharacterID,
"reason", "inventory_load_failed",
"err", err)
return nil, false
}
if !found {
return dnfitemlock.BuildLockListSnapshot(record), true
}
return dnfitemlock.BuildLockListSnapshot(record), true
}
func (s *Service) sendCurrentSelectItemLockSnapshot(session *gameSession, source string, body []byte) error {
if session == nil {
return fmt.Errorf("selected item-lock snapshot requires a game session")
}
s.logPacketEvent("game-upper-select-item-lock-snapshot-send",
"conn_id", session.connID,
"channel_id", session.channel.ID,
"source", source,
"char_id", session.selectedCharacterID,
"msg_id", dnfitemlock.LockListMessageID,
"classification", 0,
"body_len", len(body),
"sequence", "current_exe_op13_selected_containers_then_op251_complete_lock_state")
return s.sendGameUpperRawClass(session, dnfitemlock.LockListMessageID, body, 0)
}
func (s *Service) sendCurrentSelectedItemLockSnapshot(session *gameSession, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), currentRepositorySnapshotTimeout)
defer cancel()
body, ok := s.buildCurrentItemLockSnapshotForSession(ctx, session)
if !ok {
return fmt.Errorf("selected character %d item-lock snapshot unavailable", session.selectedCharacterID)
}
return s.sendCurrentSelectItemLockSnapshot(session, source, body)
}
// sendCurrentSelectedItemLockSnapshotIfAny replays the lock list only when at
// least one row is actually locked.
//
// The client keeps the blue lock icons in its own op251 list, which an op14 row
// refresh makes it rebuild and drop (live 2026-09-15 07:36: opening a package
// cleared the equipment and avatar locks until the player sorted the bag, whose
// container refresh does re-send op251). So any path that hands out or rewrites
// rows has to replay the list afterwards - but replaying an empty list costs a
// packet for every character who has nothing locked, and an all-unlocked client
// already holds the correct (empty) state, since the explicit empty sentinel is
// sent on character select. This variant therefore skips the empty case.
func (s *Service) sendCurrentSelectedItemLockSnapshotIfAny(session *gameSession, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), currentRepositorySnapshotTimeout)
defer cancel()
body, ok := s.buildCurrentItemLockSnapshotForSession(ctx, session)
if !ok {
return fmt.Errorf("selected character %d item-lock snapshot unavailable", session.selectedCharacterID)
}
// Layout: u16 entry count, then 5 bytes (or 7 with the pending remainder)
// per locked row. The empty-list sentinel carries a zero count only.
if len(body) < 2 || (body[0] == 0 && body[1] == 0) {
return nil
}
return s.sendCurrentSelectItemLockSnapshot(session, source+"_had_locked_rows", body)
}