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
4388 files changed
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package dnfbridge
import (
"fmt"
"time"
"longheng.io/server/internal/modules/dnf/alignedcmd"
)
// currentPartyUDPRelayLegRetryDelays bounds the re-sync attempts after a party was
// published before every member's UDP probe answer had been observed. The first entry is
// short because the answer is normally already in flight; the later ones cover a client
// that only re-probes when its scene changes.
var currentPartyUDPRelayLegRetryDelays = []time.Duration{
time.Second,
3 * time.Second,
7 * time.Second,
}
// schedulePartyUDPRelayLegRetry re-runs the relay sync a few times after a party was
// published with a member whose UDP endpoint was not registered yet.
//
// Live 2026-09-20: raid parties 15 and 16 were published at 14:21:18, carried zero
// relay packets for their whole life (both members saw each other standing still), and
// the re-formed party 17 relayed immediately -- the operator's "重新组队后 就又可以了".
// The registration is what the relay forwards to, so a party that is formed a moment too
// early must pick it up afterwards instead of staying legless.
//
// The attempts are pre-scheduled (not chained), so a party can never schedule without
// bound: every attempt re-syncs with allowRetry=false, and only a fresh publish re-arms
// the sequence.
func (s *Service) schedulePartyUDPRelayLegRetry(state alignedcmd.PartyState) {
if s == nil || state.PartyID <= 0 || len(runtimePartyMembers(state)) < 2 {
return
}
queue := s.ensureGameplayTimeQueue()
if queue == nil {
return
}
captured := cloneRuntimePartyState(state)
for attempt, delay := range currentPartyUDPRelayLegRetryDelays {
attempt := attempt
name := fmt.Sprintf("party-relay-leg-retry:%d:%d", captured.PartyID, attempt)
if err := queue.ScheduleAfter(name, delay, func(time.Time) {
if !s.syncRuntimePartyUDPRelayLegs(captured, false) {
s.logPacketEvent("game-party-udp-relay-leg-retry-unresolved",
"party_id", captured.PartyID,
"attempt", attempt,
"delay_seconds", int(delay/time.Second))
s.recordRaidEvent(nil, "relay_leg_unresolved", map[string]any{
"party_id": captured.PartyID,
"attempt": attempt,
"delay_seconds": int(delay / time.Second),
"result": "still_unresolved",
"reason": "the_client_udp_probe_answer_for_that_member_has_not_been_observed",
"client_visible": "that_member_keeps_a_relay_leg_with_no_seed_endpoint_and_is_learned_from_live_traffic",
})
}
}); err != nil {
s.logPacketEvent("game-party-udp-relay-leg-retry-schedule-failed",
"party_id", captured.PartyID,
"attempt", attempt,
"error", err)
return
}
}
}