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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hanfuit committed 2026-11-04 14:31:55 +08:00
commit 645b64fe21
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@@ -0,0 +1,249 @@
package dnfbridge
import (
"context"
"encoding/binary"
"fmt"
"strconv"
dnfonlineevent "longheng.io/server/internal/modules/dnf/onlineevent"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
func (s *Service) currentLevelAimingCatalog(ctx context.Context) (*dnfonlineevent.LevelAimingCatalog, error) {
s.levelAimingMu.Lock()
defer s.levelAimingMu.Unlock()
if s.levelAimingCatalog != nil {
return s.levelAimingCatalog, nil
}
s.initialEquipmentMu.Lock()
archive := s.initialEquipmentArchive
s.initialEquipmentMu.Unlock()
if archive == nil {
return nil, nil
}
catalog, err := dnfonlineevent.LoadLevelAimingCatalog(ctx, archive)
if err == nil {
s.levelAimingCatalog = catalog
}
return catalog, err
}
// sub_1D56CD0 consumes exactly u32 + eight bytes. The first field gates
// creating another event character; +8 (the penultimate byte) drives the HUD.
func buildCurrentLevelAimingBody(state dnfonlineevent.LevelAimingState, character dnfrepo.CharacterRecord, selector bool) []byte {
var w packetWriter
id, _ := strconv.ParseUint(state.CharacterID, 10, 32)
w.writeUint32(uint32(id))
start, target, status, job := byte(1), byte(255), byte(255), byte(0)
if state.CharacterID != "" && state.CharacterID == character.CharacterID {
start = byte(state.Start)
if state.Target != 0 {
target = byte(state.Target)
}
job = packRosterJobGrow(byte(numericCharacterStat(character.Job)), byte(numericCharacterStatValue(character, "grow_type")))
status = 3
// Initial selector synchronization must not trigger sub_33E0CA0's
// automatic enter-game branch. Reservation responses use status 3.
if selector {
status = 1
}
}
w.writeByte(start)
w.writeByte(target)
w.writeByte(0)
w.writeByte(0)
w.writeByte(job)
w.writeByte(0)
w.writeByte(status)
w.writeByte(byte(state.Reservations))
return w.bytes()
}
func (s *Service) settleCurrentLevelAiming(ctx context.Context, session *gameSession, catalog *dnfonlineevent.LevelAimingCatalog, id uint16, register bool, target uint32) (dnfonlineevent.LevelAimingResult, error) {
repos, ok := s.repositoryGroup()
if !ok {
return dnfonlineevent.LevelAimingResult{}, dnfonlineevent.ErrOwnerUnavailable
}
characterID := strconv.Itoa(int(id))
now := s.gameplayNow()
return dnfonlineevent.SettleLevelAiming(ctx, repos, catalog, dnfonlineevent.LevelAimingCommand{
AccountID: s.accountIDForSession(session), CharacterID: characterID, Register: register, Target: target, Now: now,
Deliver: func(mailboxes dnfrepo.MailboxRepository, reward dnfonlineevent.AttendancePVFItemReward, key string) (string, error) {
items, err := s.currentPVFItemCatalog()
if err != nil {
return "", err
}
definition, err := items.ResolveItem(uint32(reward.ItemID))
if err != nil {
return "", err
}
if definition.Kind != dungeonDropItemStackable || (!definition.ExpirationDate.IsZero() && !definition.ExpirationDate.After(now)) {
return "", fmt.Errorf("level aiming reward %d expired or unsupported", reward.ItemID)
}
return dnfrepo.AppendSystemMail(ctx, mailboxes, dnfrepo.SystemMailDelivery{
RecipientCharacterID: characterID, Title: "Lv预约升级奖励", Body: "预约升级奖励已发放,请查收附件。", Source: "level_aiming_222", CompletionKey: key, CreatedAt: now,
Attachments: []dnfrepo.MailAttachment{{ItemID: reward.ItemID, Count: reward.Count, ExpireAt: definition.ExpirationDate}},
})
},
})
}
func (s *Service) sendCurrentLevelAiming(session *gameSession) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), currentSpendTimeWriteTimeout)
defer cancel()
catalog, err := s.currentLevelAimingCatalog(ctx)
if err != nil || catalog == nil {
return err
}
result, err := s.settleCurrentLevelAiming(ctx, session, catalog, session.selectedCharacterID, false, 0)
if err != nil {
return err
}
if err = s.sendGameUpperRawClass(session, 623, buildCurrentLevelAimingBody(result.LevelAimingState, result.Character, false), 0); err != nil {
return err
}
if len(result.MailIDs) > 0 {
return s.sendMailboxAlarmForSession(session, session.selectedCharacterID, "level_aiming")
}
return nil
}
func (s *Service) sendCurrentLevelAimingSelector(session *gameSession) error {
if session == nil || session.selectedCharacterID != 0 {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), currentSpendTimeWriteTimeout)
defer cancel()
catalog, err := s.currentLevelAimingCatalog(ctx)
if err != nil || catalog == nil {
return err
}
repos, ok := s.repositoryGroup()
if !ok || repos.Account == nil || repos.Character == nil {
return dnfonlineevent.ErrOwnerUnavailable
}
account, found, err := repos.Account.Load(ctx, s.accountIDForSession(session))
if err != nil {
return err
}
if !found {
return dnfonlineevent.ErrOwnerUnavailable
}
state, err := dnfonlineevent.ReadLevelAimingState(account)
if err != nil {
return err
}
var ch dnfrepo.CharacterRecord
if state.CharacterID != "" {
ch, found, err = repos.Character.Load(ctx, state.CharacterID)
if err != nil {
return err
}
if !found || ch.AccountID != account.AccountID {
ch = dnfrepo.CharacterRecord{}
}
}
spend, available, err := s.currentSpendTimeRuntimeCatalogIfAvailable(ctx)
if err != nil {
return err
}
if !available {
return dnfonlineevent.ErrOwnerUnavailable
}
body, err := buildCurrentOnlineEventInfoBodyAt(spend.rewardItemIDs, spend.sumRewardItemIDs, spend.totalStageSeconds, spend.nativePCRoom != nil, spend.laborDay, s.gameplayNow())
if err != nil {
return err
}
compressed, err := zlibCompress(body)
if err != nil {
return err
}
if err = s.sendCurrentProtectedClass0Packet(session, currentSpendTimeEventInfoMsgID, compressed, currentSpendTimeEventInfoCodec, "level_aiming_selector_catalog"); err != nil {
return err
}
if s.gameplayNow().Before(catalog.Starts) || !s.gameplayNow().Before(catalog.Ends) {
// A nonzero gate prevents new event creation outside the configured dates.
state.CharacterID = "65535"
ch = dnfrepo.CharacterRecord{}
}
return s.sendGameUpperRawClass(session, 623, buildCurrentLevelAimingBody(state, ch, true), 0)
}
func (s *Service) handleCurrentLevelAiming(session *gameSession, body []byte) error {
fail := func(err error) error {
s.logGameEvent(session, "game-level-aiming-rejected", "error", err, "body_len", len(body))
return s.sendGameUpperRawClass(session, 689, []byte{0, 222, 0, 0, 0, 1}, 1)
}
if session == nil || len(body) != 16 || binary.LittleEndian.Uint32(body) != 222 || binary.LittleEndian.Uint32(body[12:]) != 0 {
return fail(fmt.Errorf("invalid level aiming request"))
}
reference, target := binary.LittleEndian.Uint32(body[4:]), binary.LittleEndian.Uint32(body[8:])
register := target == 255
if target == 0 || (register && (reference == 0 || reference > 65535 || session.selectedCharacterID != 0 || session.levelAimingCreatedID != uint16(reference))) || (!register && reference >= maxCharacterSlots) {
return fail(fmt.Errorf("level aiming session/character mismatch"))
}
ctx, cancel := context.WithTimeout(context.Background(), currentSpendTimeWriteTimeout)
defer cancel()
id := uint16(reference)
if !register {
// sub_1D037E0 registers an ID; Main2/sub_13F27D0 reserves by roster slot,
// including when opened in town. Never fall back from a slot to an ID.
repos, ok := s.repositoryGroup()
if !ok || repos.Character == nil {
return fail(dnfonlineevent.ErrOwnerUnavailable)
}
accountID := s.accountIDForSession(session)
characters, err := repos.Character.ListByAccount(ctx, accountID, dnfrepo.MaxCharacterSlotLimit)
if err != nil {
return fail(err)
}
character, _, found := selectCharacterRecord(characters, selectCharacterRequest{slot: int(reference)})
parsedID, err := strconv.ParseUint(character.CharacterID, 10, 16)
if !found || character.AccountID != accountID || err != nil || parsedID == 0 {
return fail(fmt.Errorf("level aiming slot %d has no owned character", reference))
}
id = uint16(parsedID)
if session.selectedCharacterID != 0 && session.selectedCharacterID != id {
return fail(fmt.Errorf("level aiming slot %d does not match selected character", reference))
}
}
catalog, err := s.currentLevelAimingCatalog(ctx)
if err != nil {
return fail(err)
}
if catalog == nil {
return fail(dnfonlineevent.ErrOwnerUnavailable)
}
if register {
target = 0
}
result, err := s.settleCurrentLevelAiming(ctx, session, catalog, id, register, target)
if err != nil {
return fail(err)
}
if err = s.sendGameUpperRawClass(session, 689, []byte{1, 222, 0, 0, 0}, 1); err != nil {
return err
}
if register && session.selectedCharacterID == 0 {
repos, _ := s.repositoryGroup()
characters, err := s.listCharacters(ctx, repos, s.accountIDForSession(session))
if err != nil {
return err
}
if err = s.sendUpperRoster(session, characters); err != nil {
return err
}
}
if err = s.sendGameUpperRawClass(session, 623, buildCurrentLevelAimingBody(result.LevelAimingState, result.Character, false), 0); err != nil {
return err
}
s.logGameEvent(session, "game-level-aiming-committed", "character_id", id, "request_reference", reference, "register", register, "target", result.Target, "reservations", result.Reservations, "mails", len(result.MailIDs))
if len(result.MailIDs) > 0 && session.selectedCharacterID == id {
return s.sendMailboxAlarmForSession(session, id, "level_aiming")
}
return nil
}