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 +1,153 @@
package dnfbridge
import (
"testing"
"longheng.io/server/internal/modules/dnf/alignedcmd"
"longheng.io/server/internal/modules/dnf/dnfenum"
)
// The dungeon-selection page deliberately removes its opener from the TOWN
// roster, and that decision is about town visibility only. The same retirement
// also silenced the party-scoped actor fan-out, because
// broadcastCurrentPartyActorProjection resolves peers through the roster - so the
// opening player's teammates never received his scene actor and he never received
// theirs. That is the client-side 队友不在附近 refusal the operator reports after a
// return ("出副本有时候再进会提示队友不在附近"), and the server-side twin of that
// check (game-party-dungeon-entry-copresence-refused) never fires for it.
func TestSelectorPagePartyCoPresenceProjectsBothDirectionsForRetiredOwner(t *testing.T) {
service, leader, follower := prepareCurrentPartySelectorEntryTest(t)
leaderConn := leader.conn.(*bufferConn)
followerConn := follower.conn.(*bufferConn)
leaderPresence, resolved := service.currentTownActorAreaDetachPresence(leader)
if !resolved {
t.Fatal("fixture leader has no town anchor")
}
// The completed-run route: the run is retired into the other-dungeon selector
// page and the character is off the town roster, so its anchor is the memo.
service.onlinePlayers.LeaveAreaSession(selectedCharacterID(leader), leader)
if _, registered := service.onlinePlayers.PlayerForCharacter(selectedCharacterID(leader)); registered {
t.Fatal("selector opener stayed on the town roster")
}
if !service.bindCompletedRunSelectorPresence(leader, currentTownPositionSnapshot{
CharacterID: leaderPresence.CharacterID,
TownID: leaderPresence.TownID,
AreaID: leaderPresence.AreaID,
PositionX: leaderPresence.PositionX,
PositionY: leaderPresence.PositionY,
MovementCode: leaderPresence.Direction,
PositionValid: true,
}, "test_completed_run") {
t.Fatal("completed-run selector presence was not bound")
}
leaderConn.write.Reset()
followerConn.write.Reset()
if projected := service.rebuildRuntimePartySelectorPageCoPresence(leader, "test_selector_page"); projected != 1 {
t.Fatalf("selector co-presence projected=%d want=1", projected)
}
// The opener renders the teammate...
assertSelectorPartyActorProjection(t, "selector opener", leaderConn.write.Bytes(), service, leader)
// ...and the teammate renders the opener, who is no longer on the town roster.
assertSelectorPartyActorProjection(t, "party member", followerConn.write.Bytes(), service, follower)
if _, registered := service.onlinePlayers.PlayerForCharacter(selectedCharacterID(leader)); registered {
t.Fatal("selector co-presence re-registered the opener in town")
}
}
func TestSelectorPagePartyCoPresenceStaysQuietWithoutAPeerInTheSameArea(t *testing.T) {
service, leader, follower := prepareCurrentPartySelectorEntryTest(t)
leaderConn := leader.conn.(*bufferConn)
followerConn := follower.conn.(*bufferConn)
// A solo party opening the page is a high-frequency action: it must not write a
// packet or a log line.
storeRuntimePartyState(leader, alignedcmd.PartyState{
PartyID: 99, UserID: 99,
Members: []alignedcmd.PartyMemberState{{UserID: 99, UserState: 1, HPPercent: 100, MPPercent: 100}},
})
service.leaveTownPresenceForDungeonSelector(leader, "test_selector_open_solo")
leaderConn.write.Reset()
followerConn.write.Reset()
if projected := service.rebuildRuntimePartySelectorPageCoPresence(leader, "test_solo"); projected != 0 {
t.Fatalf("solo selector page projected=%d want=0", projected)
}
if leaderConn.write.Len() != 0 || followerConn.write.Len() != 0 {
t.Fatalf("solo selector page wrote packets: leader=%x member=%x",
leaderConn.write.Bytes(), followerConn.write.Bytes())
}
// A member standing in another area is genuinely not nearby. The projection must
// not paper over that: the client's refusal is correct there, and the server's
// entry preflight refuses it too.
storeRuntimePartyState(leader, alignedcmd.PartyState{
PartyID: 99, UserID: 99,
Members: []alignedcmd.PartyMemberState{
{UserID: 99, UserState: 1, HPPercent: 100, MPPercent: 100},
{UserID: 100, UserState: 1, HPPercent: 100, MPPercent: 100},
},
})
service.onlinePlayers.LeaveAreaSession(100, follower)
service.onlinePlayers.EnterArea(&onlinePlayerInfo{
CharacterID: 100, TownID: 38, AreaID: 4, Session: follower,
})
leaderConn.write.Reset()
followerConn.write.Reset()
if projected := service.rebuildRuntimePartySelectorPageCoPresence(leader, "test_split_areas"); projected != 0 {
t.Fatalf("split-area selector page projected=%d want=0", projected)
}
if leaderConn.write.Len() != 0 || followerConn.write.Len() != 0 {
t.Fatalf("split-area selector page wrote packets: leader=%x member=%x",
leaderConn.write.Bytes(), followerConn.write.Bytes())
}
}
// assertSelectorPartyActorProjection checks one receiver's stream for the
// party-scoped co-presence shape: remote mode0, the party display record and the
// remote area notification -- and, just as importantly, no op11 and no mode1.
//
// op11 is a formation handshake: replaying it makes the client tear a healthy peer
// link down and re-enter the connecting state, which is why a scene reconstruction
// uses op9 + op153 only. mode1 is the receiver's own stat/equipment snapshot: it
// has no consumer for a remote peer, the client applies it to the actor it
// controls, and it is the expensive half of the projection (PVF attribute
// recompute per body) -- see projectSelectorPartyActorPair.
func assertSelectorPartyActorProjection(
t *testing.T,
label string,
stream []byte,
service *Service,
receiver *gameSession,
) {
t.Helper()
if len(stream) == 0 {
t.Fatalf("%s received no selector co-presence packets", label)
}
packets := splitAllCurrentGameServerUpperPackets(t, stream)
var mode0, mode1, roster, area bool
for _, packet := range packets {
if packet.Header.Classification != 0 {
continue
}
switch {
case packet.Header.MsgID == 0x000b:
t.Fatalf("%s received a formation op11 replay", label)
case packet.Header.MsgID == uint16(dnfenum.CmdPacketSetUDPIPPort) && len(packet.Body) > 0 && packet.Body[0] == 0:
mode0 = true
case packet.Header.MsgID == uint16(dnfenum.CmdPacketSetUDPIPPort) && len(packet.Body) > 0 && packet.Body[0] == 1:
mode1 = true
case packet.Header.MsgID == uint16(dnfenum.CmdPacketRecoverStamina):
roster = true
case packet.Header.MsgID == currentTownUserAreaNotificationMsgID:
area = true
}
}
if !mode0 || !roster || !area {
t.Fatalf("%s selector co-presence mode0=%t roster=%t area=%t count=%d char=%d",
label, mode0, roster, area, len(packets), selectedCharacterID(receiver))
}
if mode1 {
t.Fatalf("%s selector co-presence carried a mode1 binding", label)
}
}