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 "fmt"
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// sendNotice is the single server-side entry point for telling one player
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// something. Two backends exist because the client splits the work:
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//
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// - noticeBackendNative writes class0/NOTI 12, the client's own announcement
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// packet (native_notice.go). The surface and its color are chosen by the
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// client from the message-type byte; the server cannot override either.
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// Decoded from sub_232BC80's jump table (type <= 0x3F indexes byte table
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// 0x0272BF1C into dword table 0x0272BF00).
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// - noticeBackendOverlay writes the DLL-private class0/op413 type-4 envelope
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// that 90CN.dll renders itself (client_notice.go), which is the only
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// surface where the server controls color, wrapping and size.
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// - noticeBackendNativeWindow writes the same op413 envelope with style 2,
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// which 90CN.dll turns into the client's own native window (scene UI owner
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// 0x298) carrying the server text. It is the only surface that is a real
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// in-game window rather than a chat line or an owned overlay: it survives
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// exclusive fullscreen, honors multi-line text, and the client owns its
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// frame and title ("公告"), so the server controls the text only.
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//
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// Callers pick a surface, not a backend: "put this on the 系统 tab", "draw this
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// as a popup over the game window" and "open a native window with this" are the
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// three decisions a caller actually has.
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type noticeBackend byte
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const (
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noticeBackendNative noticeBackend = iota
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noticeBackendOverlay
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noticeBackendNativeWindow
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)
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// noticeSurface names one proven destination. ClientColor documents the ARGB
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// the client hardcodes for a native surface; it is informational there and
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// cannot be changed from the server.
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type noticeSurface struct {
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Name string
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Backend noticeBackend
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Type currentNativeNoticeType
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Channel byte
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ClientColor uint32
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}
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// The native surfaces below are the distinct code paths in sub_232BC80, each
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// confirmed on screen on 2026-08-21 by sending one labeled notice per surface
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// to a live client. The chat window puts them on three different tabs and the
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// client owns every color: the ARGB values are pushed by the client itself
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// from the message type, so a server color is impossible on these surfaces.
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var (
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// 系统 tab, light blue. The handle byte makes no visible difference here:
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// types 0/ch0, 0/ch1 and 0/ch2 all rendered identically.
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noticeSurfaceSystemTab = noticeSurface{
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Name: "native_system_tab", Backend: noticeBackendNative,
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Type: currentNativeNoticeTypeSystem, ClientColor: 0xFF9BC8E6,
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}
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// 系统 tab, magenta. A per-player hint that the default light blue proved
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// too easy to miss.
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noticeSurfaceSystemMagenta = noticeSurface{
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Name: "native_system_magenta", Backend: noticeBackendNative,
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Type: currentNativeNoticeTypeSystemMagenta, ClientColor: 0xFFFF00FF,
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}
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// 系统 tab, cyan.
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noticeSurfaceSystemCyan = noticeSurface{
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Name: "native_system_cyan", Backend: noticeBackendNative,
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Type: currentNativeNoticeTypeSystemCyan, ClientColor: 0xFF69F1FF,
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}
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// Type 44 wraps the server text in client string 0x11653, which reads
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// "恭喜[%s]成为[疯狂强化之旅]活动中的幸运获奖者。". Only use it for that event.
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noticeSurfaceSystemLuckyTemplate = noticeSurface{
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Name: "native_system_lucky_template", Backend: noticeBackendNative,
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Type: currentNativeNoticeTypeSystemLuckyTemplate, ClientColor: 0xFFFF00FF,
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}
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// 喇叭 tab, rendered green with the native D&F badge. This is what
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// df_game_r's own world broadcast uses.
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noticeSurfaceMegaphone = noticeSurface{
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Name: "native_megaphone", Backend: noticeBackendNative,
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Type: currentNativeNoticeTypeBroadcast,
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}
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// 普通 tab. df_game_r uses it for reward lines.
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noticeSurfaceNormalTab = noticeSurface{
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Name: "native_normal_tab", Backend: noticeBackendNative,
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Type: currentNativeNoticeTypeReward,
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}
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// The owned overlay: the only surface that accepts a server color.
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noticeSurfaceOverlay = noticeSurface{
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Name: "overlay", Backend: noticeBackendOverlay,
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}
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// The client's own native window (scene UI owner 0x298). Multi-line text
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// works; the client owns the frame, the title and the colors, so a server
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// color is ignored here just like on the native chat surfaces.
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noticeSurfaceNativeWindow = noticeSurface{
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Name: "native_window", Backend: noticeBackendNativeWindow,
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}
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)
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// noticeRequest is what a caller fills in. Color is honored only by the
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// overlay backend; a native surface logs that its client-side color wins.
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type noticeRequest struct {
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Surface noticeSurface
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Text string
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Color uint32
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// Channel overrides the surface's third byte for a native surface. Zero
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// keeps the surface default, which is what df_game_r sends.
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Channel byte
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// ReferenceID fills the native u16 the client resolves through its own
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// lookup. The client owns every color it paints, so an id it recognizes is
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// the only way a notice line can carry a colored name.
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ReferenceID uint16
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Source string
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}
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// sendNotice routes one notice to its surface. A notice is presentation only:
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// an unusable request is logged and dropped so a caller's gameplay result is
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// never lost to a cosmetic message.
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func (s *Service) sendNotice(session *gameSession, request noticeRequest) error {
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if s == nil || session == nil || session.conn == nil {
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return nil
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}
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if request.Source == "" {
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request.Source = "unspecified"
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}
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switch request.Surface.Backend {
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case noticeBackendOverlay:
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return s.sendCurrentClientNotice(
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session,
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request.Text,
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request.Color,
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request.Source+":"+request.Surface.Name,
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)
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case noticeBackendNativeWindow:
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if request.Color != currentClientNoticeDefaultColor {
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s.logGameEvent(session, "game-notice-color-ignored",
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"source", request.Source,
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"surface", request.Surface.Name,
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"requested_color", request.Color,
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"reason", "the_client_owns_the_native_window_frame_and_colors")
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}
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return s.sendCurrentClientNativeWindowNotice(
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session,
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request.Text,
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request.Source+":"+request.Surface.Name,
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)
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case noticeBackendNative:
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if request.Color != currentClientNoticeDefaultColor {
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s.logGameEvent(session, "game-notice-color-ignored",
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"source", request.Source,
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"surface", request.Surface.Name,
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"requested_color", request.Color,
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"client_color", request.Surface.ClientColor,
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"reason", "noti12_color_is_chosen_by_the_client_from_the_message_type")
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}
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channel := request.Surface.Channel
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if request.Channel != 0 {
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channel = request.Channel
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}
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return s.sendCurrentNativeNotice(
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session,
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request.Surface.Type,
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channel,
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request.ReferenceID,
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request.Text,
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request.Source+":"+request.Surface.Name,
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)
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default:
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return fmt.Errorf("unknown notice backend %d", request.Surface.Backend)
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}
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}
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