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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package dnfbridge
import (
"errors"
"fmt"
"longheng.io/server/internal/modules/dnf/alignedcmd"
)
// publishRuntimePartyDisbandToSurvivors tells every member a dissolved party
// left behind that the party is gone.
//
// Operator rule (2026-09-22): 「一个人不成队」-- whenever a leave, a kick, a
// disconnect or a solo dungeon return drops a party to a single member, that
// member is detached too (RuntimePartyManager.disbandSingleMemberPartyLocked)
// and this function is what makes the client agree.
//
// Two frames, in this order, on purpose:
//
// 1. the native kind-2 one-member row. publishRuntimePartyMembershipSnapshot
// documents why the aggregate used to be retained: "The native kind-2
// transition owns the multiplayer-to-solo confirmation ... silently
// clearing the projection here strands the remaining actor on a stale party
// model". A disband therefore still hands the client that transition.
// 2. the party object is cleared - op9 kind-3 record removal with
// party_marker=0xffff plus an empty 0x0099 - exactly the projection the
// native leave handler publishes for the leaver's own frame
// (handleOnlineLeaveParty), and the same "no party" shape the town
// peer-selection path proved live on 2026-09-20.
//
// The survivor also leaves the attack squad's 编制, mirroring the leaver's
// unassign in handleOnlineLeaveParty: the squad label is derived from the
// ordinary party, so a party that no longer exists must not keep claiming one.
// unassignRuntimeRaidSquadOnPartyLeave skips anyone inside a dungeon run, so a
// squadmate still fighting a gate is untouched.
func (s *Service) publishRuntimePartyDisbandToSurvivors(
origin *gameSession,
previousState alignedcmd.PartyState,
removedID uint16,
skip *gameSession,
source string,
) error {
if s == nil || previousState.PartyID <= 0 {
return nil
}
previousPartyID := uint16(previousState.PartyID)
var publishErr error
for _, member := range runtimePartyMembers(previousState) {
if member.UserID == 0 || member.UserID == removedID {
continue
}
session, online := s.onlineGameSession(member.UserID)
if !online || session == nil || session == skip {
continue
}
if solo, ok := runtimePartySoloStateForMember(previousState, member); ok {
storeRuntimePartyState(session, solo)
// A survivor whose socket is already gone is that survivor's own
// problem: it must not become the origin's failure. See
// swallowPeerFanoutWrite for the live incident behind this boundary.
if err := s.swallowPeerFanoutWrite(
origin,
session,
"runtime_party_disband_one_member_row",
0,
s.sendRuntimePartyMembershipReduction(session, solo),
); err != nil {
publishErr = errors.Join(publishErr, fmt.Errorf(
"publish one-member party row to %d: %w", member.UserID, err))
}
}
storeRuntimePartyState(session, alignedcmd.PartyState{})
if err := s.swallowPeerFanoutWrite(
origin,
session,
"runtime_party_disband_projection_clear",
0,
s.sendRuntimePartyMemberRemoved(
session,
previousPartyID,
alignedcmd.PartyState{},
),
); err != nil {
publishErr = errors.Join(publishErr, fmt.Errorf(
"clear dissolved party projection for %d: %w", member.UserID, err))
}
s.logGameEvent(session, "game-party-disbanded-by-single-member-left",
"char_id", member.UserID,
"party_id", previousPartyID,
"removed_id", removedID,
"source", source,
"reason", "a_party_that_drops_to_one_member_is_not_a_party")
}
return publishErr
}
// runtimePartySoloStateForMember narrows a party state to the one member the
// client has to keep through the native multiplayer-to-solo transition.
func runtimePartySoloStateForMember(
state alignedcmd.PartyState,
member alignedcmd.PartyMemberState,
) (alignedcmd.PartyState, bool) {
if state.PartyID <= 0 || member.UserID == 0 {
return alignedcmd.PartyState{}, false
}
solo := cloneRuntimePartyState(state)
solo.Members = []alignedcmd.PartyMemberState{member}
solo.UserID = member.UserID
solo.IsLeader = true
solo.Members[0].UserState = member.UserState
return solo, true
}