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:
commit
645b64fe21
4388 files changed
+1405457
No files matched your search
@@ -0,0 +1,144 @@
|
||||
package dnfbridge
|
||||
|
||||
import (
|
||||
"context"
|
||||
"strconv"
|
||||
"time"
|
||||
|
||||
dnfjoust "longheng.io/server/internal/modules/dnf/joust"
|
||||
)
|
||||
|
||||
const currentJoustPhaseTimerName = "joust:phase"
|
||||
|
||||
func (service *Service) startCurrentJoustScheduler(ctx context.Context) {
|
||||
if service == nil {
|
||||
return
|
||||
}
|
||||
if err := service.scheduleNextCurrentJoustBoundary(ctx); err != nil {
|
||||
service.logWarn("schedule joust boundary failed", "error", err)
|
||||
}
|
||||
}
|
||||
|
||||
func (service *Service) scheduleNextCurrentJoustBoundary(ctx context.Context) error {
|
||||
queue := service.ensureGameplayTimeQueue()
|
||||
if queue == nil {
|
||||
return errGameplayTimeQueueUnavailable
|
||||
}
|
||||
now := queue.Now().UTC()
|
||||
delay := dnfjoust.NextBoundaryAfter(now).Sub(now)
|
||||
if delay < time.Millisecond {
|
||||
delay = time.Millisecond
|
||||
}
|
||||
return queue.ScheduleAfter(currentJoustPhaseTimerName, delay, func(due time.Time) {
|
||||
if ctx != nil && ctx.Err() != nil {
|
||||
return
|
||||
}
|
||||
service.handleCurrentJoustBoundary(due.UTC())
|
||||
if err := service.scheduleNextCurrentJoustBoundary(ctx); err != nil && (ctx == nil || ctx.Err() == nil) {
|
||||
service.logWarn("reschedule joust boundary failed", "error", err)
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
func (service *Service) handleCurrentJoustBoundary(now time.Time) {
|
||||
timeline := dnfjoust.TimelineAt(now)
|
||||
sessions := service.currentJoustSessionSnapshot()
|
||||
if len(sessions) == 0 {
|
||||
return
|
||||
}
|
||||
ctx, cancel := context.WithTimeout(context.Background(), 3*createWriteTimeout)
|
||||
defer cancel()
|
||||
|
||||
if timeline.Phase == dnfjoust.PhaseSettled {
|
||||
accounts := make(map[string]struct{})
|
||||
for _, session := range sessions {
|
||||
accounts[service.accountIDForSession(session)] = struct{}{}
|
||||
}
|
||||
service.joustOperationMu.Lock()
|
||||
for accountID := range accounts {
|
||||
results, err := service.settleCurrentJoustAccount(ctx, accountID, now)
|
||||
if err != nil {
|
||||
service.logWarn("joust settlement deferred", "account", accountID, "round", timeline.Round, "error", err)
|
||||
}
|
||||
for _, result := range results {
|
||||
if !result.Won || result.MailID == "" {
|
||||
continue
|
||||
}
|
||||
characterID, parseErr := strconv.ParseUint(result.CharacterID, 10, 16)
|
||||
if parseErr != nil {
|
||||
continue
|
||||
}
|
||||
if session, found := service.onlineGameSession(uint16(characterID)); found {
|
||||
if alarmErr := service.sendMailboxAlarmToOnlineRecipient(session.selectedCharacterID); alarmErr != nil {
|
||||
service.logGameEvent(session, "game-joust-settlement-mail-alarm-deferred", "mail_id", result.MailID, "reason", alarmErr.Error())
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
service.joustOperationMu.Unlock()
|
||||
}
|
||||
|
||||
for _, session := range sessions {
|
||||
if err := service.pushCurrentJoustBoundarySnapshot(ctx, session, timeline); err != nil {
|
||||
service.logGameEvent(session, "game-joust-boundary-push-failed", "round", timeline.Round, "phase", timeline.Phase, "reason", err.Error())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (service *Service) pushCurrentJoustBoundarySnapshot(
|
||||
ctx context.Context,
|
||||
session *gameSession,
|
||||
timeline dnfjoust.Timeline,
|
||||
) error {
|
||||
// A state transition is the native animation trigger. In particular, the
|
||||
// semi-final still uses state 2 but needs a fresh state packet before its
|
||||
// stage-1 bracket snapshot, otherwise the current EXE paints the outcome
|
||||
// directly and skips its countdown/battle/horse-flash sequence.
|
||||
sendState := timeline.Phase == dnfjoust.PhaseBetting ||
|
||||
timeline.Phase == dnfjoust.PhaseQuarterFinal ||
|
||||
timeline.Phase == dnfjoust.PhaseSemiFinal ||
|
||||
(timeline.Phase == dnfjoust.PhaseFinal && timeline.Stage == 2) ||
|
||||
timeline.Phase == dnfjoust.PhaseSettled
|
||||
if sendState {
|
||||
if err := service.sendGameUpperRawClass(session, currentJoustStatePushMsgID, buildCurrentJoustState(timeline), 0); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
if timeline.Phase == dnfjoust.PhaseBetting {
|
||||
return service.sendCurrentJoustOpeningRoster(session)
|
||||
}
|
||||
catalog, err := service.currentJoustCatalog(ctx)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
tournament, err := catalog.TournamentFor(timeline.Round)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
body, err := buildCurrentJoustMatchSnapshot(timeline.Round, timeline.Stage, tournament)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
return service.sendGameUpperRawClass(session, currentJoustMatchPushMsgID, body, 0)
|
||||
}
|
||||
|
||||
func (service *Service) currentJoustSessionSnapshot() []*gameSession {
|
||||
if service == nil {
|
||||
return nil
|
||||
}
|
||||
service.mu.Lock()
|
||||
defer service.mu.Unlock()
|
||||
sessions := make([]*gameSession, 0, len(service.gameSessions))
|
||||
seen := make(map[*gameSession]struct{}, len(service.gameSessions))
|
||||
for _, session := range service.gameSessions {
|
||||
if session == nil || session.selectedCharacterID == 0 {
|
||||
continue
|
||||
}
|
||||
if _, duplicate := seen[session]; duplicate {
|
||||
continue
|
||||
}
|
||||
seen[session] = struct{}{}
|
||||
sessions = append(sessions, session)
|
||||
}
|
||||
return sessions
|
||||
}
|
||||
Reference in new issue
Block a user