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
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package dnfbridge
import (
"context"
"errors"
"fmt"
"math"
"strings"
"time"
dnffatigue "longheng.io/server/internal/modules/dnf/fatigue"
"longheng.io/server/internal/modules/dnf/progression"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
dnfpvp "longheng.io/server/internal/modules/dnf/pvp"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
type currentPVPFatigueReward struct {
Experience uint32
Gold uint32
}
type currentPVPFatigueStandard struct {
Level int
Exp int64
Gold int64
}
type currentPVPFatigueRules struct {
ArcadeUse int64
ArcadeDifficulty map[byte]int64
ColosseumUse int64
ColosseumExpPct int64
ColosseumGoldPct int64
ExpCalcConst int64
GoldCalcConst int64
Standards []currentPVPFatigueStandard
}
func currentPVPFatigueSectionInts(doc *dnfpvf.Document, start, end int) []int64 {
values := make([]int64, 0)
for _, token := range doc.Tokens[start:end] {
if token.Kind == dnfpvf.TokenInt {
values = append(values, token.Int)
}
}
return values
}
func loadCurrentPVPFatigueRulesFromSource(source initialEquipmentTextSource) (*currentPVPFatigueRules, error) {
text, err := source.ReadText("etc/pvpfatigueinfo.etc")
if err != nil {
return nil, err
}
doc, err := dnfpvf.Parse("etc/pvpfatigueinfo.etc", text)
if err != nil {
return nil, err
}
rules := &currentPVPFatigueRules{ArcadeDifficulty: make(map[byte]int64)}
parent := ""
for _, section := range doc.Sections {
name := strings.ToLower(strings.TrimSpace(section.Name))
if section.Start < 0 || section.End < section.Start || section.End > len(doc.Tokens) {
return nil, fmt.Errorf("invalid PVP fatigue section %q", section.Name)
}
values := currentPVPFatigueSectionInts(doc, section.Start, section.End)
switch name {
case "arcademode", "colosseum":
parent = name
continue
case "/arcademode", "/colosseum":
parent = ""
continue
case "fatigue accelerate use":
if len(values) == 0 {
continue
}
if len(values) != 1 || values[0] < 0 || values[0] > math.MaxInt32 {
return nil, fmt.Errorf("invalid PVP fatigue use")
}
if parent == "arcademode" {
rules.ArcadeUse = values[0]
} else if parent == "colosseum" {
rules.ColosseumUse = values[0]
}
case "difficulty":
if len(values) == 0 {
continue
}
if parent != "arcademode" || len(values) == 0 || len(values)%2 != 0 {
return nil, fmt.Errorf("invalid PVP arcade difficulty table")
}
for i := 0; i < len(values); i += 2 {
if values[i] < 0 || values[i] > math.MaxUint8 || values[i+1] <= 0 || values[i+1] > math.MaxInt32 {
return nil, fmt.Errorf("invalid PVP arcade difficulty row")
}
rules.ArcadeDifficulty[byte(values[i])] = values[i+1]
}
case "exp reward percent":
if len(values) == 0 {
continue
}
if parent == "colosseum" && len(values) == 1 {
rules.ColosseumExpPct = values[0]
}
case "gold reward percent":
if len(values) == 0 {
continue
}
if parent == "colosseum" && len(values) == 1 {
rules.ColosseumGoldPct = values[0]
}
case "fatigue and reward standard value":
if len(values) == 0 {
continue
}
if len(values) == 0 || len(values)%3 != 0 {
return nil, fmt.Errorf("invalid PVP fatigue reward table len=%d values=%v", len(values), values)
}
for i := 0; i < len(values); i += 3 {
if values[i] <= 0 || values[i] > 255 || values[i+1] < 0 || values[i+2] < 0 {
return nil, fmt.Errorf("invalid PVP fatigue reward row")
}
rules.Standards = append(rules.Standards, currentPVPFatigueStandard{Level: int(values[i]), Exp: values[i+1], Gold: values[i+2]})
}
case "exp calc const":
if len(values) == 0 {
continue
}
if len(values) == 1 {
rules.ExpCalcConst = values[0]
}
case "gold calc const":
if len(values) == 0 {
continue
}
if len(values) == 1 {
rules.GoldCalcConst = values[0]
}
}
}
if rules.ArcadeUse <= 0 || len(rules.ArcadeDifficulty) == 0 || rules.ExpCalcConst <= 0 || rules.GoldCalcConst <= 0 || len(rules.Standards) == 0 {
return nil, fmt.Errorf("incomplete PVP fatigue rules")
}
return rules, nil
}
func (s *Service) loadCurrentPVPFatigueRules() (*currentPVPFatigueRules, error) {
s.initialEquipmentMu.Lock()
defer s.initialEquipmentMu.Unlock()
if s.pvpFatigueRules != nil {
return s.pvpFatigueRules, nil
}
archive, err := s.initialEquipmentArchiveLocked()
if err != nil {
return nil, err
}
rules, err := loadCurrentPVPFatigueRulesFromSource(archive)
if err != nil {
return nil, err
}
s.pvpFatigueRules = rules
return rules, nil
}
func (rules *currentPVPFatigueRules) arcadeFatigue(difficulty byte) (int64, bool) {
amount, ok := rules.ArcadeDifficulty[difficulty]
return amount, ok
}
func (rules *currentPVPFatigueRules) arcadeReward(level int) currentPVPFatigueReward {
if level < rules.Standards[0].Level {
level = rules.Standards[0].Level
}
row := rules.Standards[len(rules.Standards)-1]
for _, candidate := range rules.Standards {
if candidate.Level > level {
break
}
row = candidate
}
return currentPVPFatigueReward{
Experience: uint32(min(max(row.Exp/rules.ExpCalcConst, 0), math.MaxUint32)),
Gold: uint32(min(max(row.Gold/rules.GoldCalcConst, 0), math.MaxUint32)),
}
}
func buildCurrentPVPFatigueUseBody(success bool) []byte {
if success {
return []byte{1}
}
return []byte{0}
}
type currentPVPArcadeRun struct {
startedAt time.Time
difficulty byte
usageAttempted bool
paid bool
round byte
total byte
roundEnded bool
roundWon bool
resultRequested bool
won bool
finished bool
reward *dnfpvp.ArcadeRewardSnapshot
}
func parseCurrentPVPFatigueUsage(body []byte) (byte, byte, bool) {
if len(body) != 2 || (body[0] != 1 && body[0] != 2) ||
(body[0] == 1 && (body[1] < 1 || body[1] > 3)) || (body[0] == 2 && body[1] != 0) {
return 0, 0, false
}
if body[0] == 2 {
return 2, 0, true
}
return 1, body[1] - 1, true
}
func parseCurrentPVPArcadeResult(body []byte) (byte, bool, byte, bool) {
if len(body) != 3 || body[1] > 1 {
return 0, false, 0, false
}
mode, difficulty, ok := parseCurrentPVPFatigueUsage([]byte{body[0], body[2]})
return mode, body[1] == 1, difficulty, ok
}
// 本文件属于决斗场街机模式(op1271/1272/1285)的移植。参考实现里
// handleCurrentPVPFatigueAcceleration(op562 疲劳值加速勾选框)只是恰好写在同一
// 文件里,它本身不是决斗场功能:它需要 fatigue_burn.go 整套运行时同步
// (currentFatigueBurnRules / sendCurrentFatigueBurnState /
// currentFatigueBurnToggleCharacter)、returnee lucky 角色表,以及疲劳 owner 的
// BurnEnabled 双倍扣除语义。
//
// 本次只移植决斗场代码,所以 op562 维持本树原本的状态:不注册、不处理。
// 刻意不做"只存 fatigue_acceleration 并回成功"的降级版——那会让客户端的勾选框
// 显示为已开启而实际不双倍扣疲劳,比不响应更容易误导玩家。
// 移植时已经落地的决斗场部分不受影响:街机付费走 handleCurrentPVPFatigueUsage,
// 结算走 handleCurrentPVPArcadeRoundInfo / handleCurrentPVPArcadeResult。
func currentPVPArcadeRoom(session *gameSession) (*currentPVPRoom, bool) {
if session == nil || session.selectedCharacterID == 0 || session.assault != nil {
return nil, false
}
room := session.pvpRoom
if room == nil || room.battleMode != 10 || room.request.dojoDifficulty < 1 || room.request.dojoDifficulty > 3 {
return nil, false
}
seat := room.seatFor(session)
if !room.combatant(seat) || room.members[seat].characterID != session.selectedCharacterID {
return nil, false
}
return room, true
}
// 1271 precedes the first 1285 start report. Only this explicit request
// authorizes payment; tutorial rounds and ordinary 1v1 never consume fatigue.
func (s *Service) handleCurrentPVPFatigueUsage(session *gameSession, body []byte) error {
if session == nil {
return nil
}
mode, difficulty, ok := parseCurrentPVPFatigueUsage(body)
if !ok {
return nil
}
s.pvpMu.Lock()
defer s.pvpMu.Unlock()
room, valid := currentPVPArcadeRoom(session)
if !valid {
return nil
}
if mode != 1 || difficulty+1 != room.request.dojoDifficulty {
return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
}
if room.arcade == nil {
room.arcade = &currentPVPArcadeRun{startedAt: s.gameplayNow(), difficulty: difficulty}
}
run := room.arcade
if run.round != 0 && !run.usageAttempted || run.finished {
return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
}
if !run.usageAttempted {
rules, err := s.loadCurrentPVPFatigueRules()
if err != nil {
return err
}
amount, found := rules.arcadeFatigue(difficulty)
if !found {
return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
}
repos, found := s.repositoryGroup()
if !found {
return dnffatigue.ErrOwnerUnavailable
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
character, exists, err := repos.Character.Load(ctx, fmt.Sprint(session.selectedCharacterID))
if err != nil {
return err
}
if !exists || character.AccountID != s.accountIDForSession(session) {
return dnffatigue.ErrCharacterNotFound
}
quests, exists, err := repos.Quest.Load(ctx, character.CharacterID)
if err != nil {
return err
}
if !exists || !dnfpvp.ArcadeTrainingCompleted(quests) {
s.logGameEvent(session, "game-pvp-arcade-usage-rejected", "reason", "windbell_training_incomplete")
run.usageAttempted = true
return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
}
owner, err := dnffatigue.NewOwner(repos)
if err != nil {
return err
}
result, err := owner.ConsumeRoom(ctx, dnffatigue.ConsumeRoomCommand{
AccountID: character.AccountID, CharacterID: character.CharacterID,
Amount: amount, RequireFull: true, UpdatedAt: s.gameplayNow(),
})
if err != nil {
if errors.Is(err, dnffatigue.ErrInsufficient) {
run.usageAttempted = true
return s.sendGameUpperRawClass(session, 1271, []byte{0}, 1)
}
return err
}
// Commit the in-memory receipt before any socket write.
run.usageAttempted, run.paid = true, true
s.logGameEvent(session, "game-pvp-arcade-fatigue-consumed", "room_id", room.id,
"amount", result.Consumed, "remaining", result.After, "difficulty", difficulty)
}
if run.paid {
repos, _ := s.repositoryGroup()
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
character, found, err := repos.Character.Load(ctx, fmt.Sprint(session.selectedCharacterID))
if err != nil {
return err
}
if !found {
return dnffatigue.ErrCharacterNotFound
}
if err := s.sendGameUpperRawClass(session, currentFatigueMsgID, buildCurrentFatigueBody(character, true), 0); err != nil {
return err
}
}
return s.sendGameUpperRawClass(session, 1271, buildCurrentPVPFatigueUseBody(run.paid), 1)
}
func parseCurrentPVPArcadeRoundInfo(body []byte) (end, won bool, ok bool) {
if len(body) != 19 || body[0] > 1 || body[5] == 0 || body[6] == 0 ||
body[6] > body[5] || body[12] > 1 || (body[0] == 0 && body[12] != 0) {
return false, false, false
}
return body[0] == 1, body[12] == 1, true
}
func (s *Service) handleCurrentPVPArcadeRoundInfo(session *gameSession, body []byte) error {
end, won, ok := parseCurrentPVPArcadeRoundInfo(body)
if !ok {
return nil
}
s.pvpMu.Lock()
defer s.pvpMu.Unlock()
room, ok := currentPVPArcadeRoom(session)
if !ok {
return nil
}
if room.arcade == nil {
if end || body[6] != 1 {
return nil
}
room.arcade = &currentPVPArcadeRun{startedAt: s.gameplayNow(), difficulty: room.request.dojoDifficulty - 1}
}
run := room.arcade
if run.finished || (run.total != 0 && run.total != body[5]) {
return nil
}
if end {
if run.round != body[6] || run.roundEnded {
return nil
}
run.roundEnded, run.roundWon = true, won
} else {
if run.round != 0 && (!run.roundEnded ||
(run.roundWon && body[6] != run.round+1) || (!run.roundWon && body[6] != run.round)) {
return nil
}
run.total, run.round, run.roundEnded = body[5], body[6], false
room.started = true
}
s.logGameEvent(session, "game-pvp-arcade-round", "round", run.round, "total", run.total,
"ended", end, "won", won, "paid", run.paid)
if run.resultRequested {
return s.settleCurrentPVPArcadeReward(session, room)
}
return nil
}
func currentPVPArcadeRewardReceipt(room *currentPVPRoom) string {
if room == nil || room.arcade == nil {
return "pvp_arcade_reward_invalid"
}
return fmt.Sprintf("pvp_arcade_reward_%d_%d", room.id, room.arcade.startedAt.UnixNano())
}
func (s *Service) handleCurrentPVPArcadeResult(session *gameSession, body []byte) error {
if session == nil {
return nil
}
mode, won, difficulty, ok := parseCurrentPVPArcadeResult(body)
if !ok {
return nil
}
s.pvpMu.Lock()
defer s.pvpMu.Unlock()
room, ok := currentPVPArcadeRoom(session)
if !ok || mode != 1 || room.arcade == nil || !room.arcade.paid || room.arcade.difficulty != difficulty {
return s.sendGameUpperRawClass(session, 1272, []byte{0}, 1)
}
run := room.arcade
if run.resultRequested && run.won != won {
return s.sendGameUpperRawClass(session, 1272, []byte{0}, 1)
}
run.resultRequested, run.won = true, won
return s.settleCurrentPVPArcadeReward(session, room)
}
func (s *Service) settleCurrentPVPArcadeReward(session *gameSession, room *currentPVPRoom) error {
run := room.arcade
if !run.won {
run.finished = true
return s.sendGameUpperRawClass(session, 1272, []byte{0}, 1)
}
if !run.roundEnded || !run.roundWon || run.round != run.total {
return nil
}
if run.reward == nil {
rules, err := s.loadCurrentPVPFatigueRules()
if err != nil {
return err
}
repos, ok := s.repositoryGroup()
if !ok {
return dnffatigue.ErrOwnerUnavailable
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
result, err := dnfpvp.ApplyArcadeReward(ctx, repos, s.accountIDForSession(session),
fmt.Sprint(session.selectedCharacterID), currentPVPArcadeRewardReceipt(room),
func(character dnfrepo.CharacterRecord, skill dnfrepo.SkillRecord) (dnfpvp.ArcadeRewardSnapshot, error) {
return s.planCurrentPVPArcadeReward(ctx, rules, character, skill)
}, s.gameplayNow())
if err != nil {
return err
}
run.reward = &result
run.finished = true
s.logGameEvent(session, "game-pvp-arcade-reward-committed", "room_id", room.id,
"character_level", result.Character.Level, "experience", result.Reward.Experience, "gold", result.Reward.Gold)
}
result := run.reward
if err := s.sendGameUpperRawClass(session, 14, buildCurrentGoldStateBody(result.Character.Stats["gold"]), 0); err != nil {
return err
}
if err := s.sendGameUpperRawClass(session, currentDungeonCharacterStateMsgID,
buildCurrentFinishLoadingCharacterStateBody(result.Character, result.Skill.Points), 0); err != nil {
return err
}
return s.sendGameUpperRawClass(session, 1272,
buildCurrentPVPFatigueRewardBody(true, result.Reward.Experience, result.Reward.Gold), 1)
}
func (s *Service) planCurrentPVPArcadeReward(ctx context.Context, rules *currentPVPFatigueRules,
character dnfrepo.CharacterRecord, skill dnfrepo.SkillRecord) (dnfpvp.ArcadeRewardSnapshot, error) {
var result dnfpvp.ArcadeRewardSnapshot
s.initialEquipmentMu.Lock()
archive, err := s.initialEquipmentArchiveLocked()
s.initialEquipmentMu.Unlock()
if err != nil {
return result, err
}
tables, err := progression.Load(ctx, archive)
if err != nil {
return result, err
}
reward := rules.arcadeReward(character.Level)
exp, exists := character.Stats["exp"]
gold := character.Stats["gold"]
if !exists || exp < 0 || exp > math.MaxUint32 || gold < 0 || gold > math.MaxInt32 {
return result, fmt.Errorf("invalid arcade character experience or gold")
}
reward.Gold = uint32(min(int64(reward.Gold), math.MaxInt32-gold))
planned, err := planCurrentDungeonSettlementProgression(tables, character.Level, uint32(exp), reward.Experience, skill.Points)
if err != nil {
return result, err
}
honorGain, err := currentHonorExpertExperienceGain(tables, character.Level, uint32(exp), reward.Experience)
if err != nil {
return result, err
}
if honorGain > 0 {
honorTables, err := s.loadHonorTable(ctx)
if err != nil {
return result, err
}
honor, err := planCurrentHonorExpertProgress(honorTables, character, honorGain)
if err != nil {
return result, err
}
for key, value := range currentHonorExpertStats(honor) {
character.Stats[key] = value
}
}
if planned.Experience.LevelsGained > 0 {
stats, err := s.characterPVFStatValuesForLevel(character, planned.Experience.NewLevel)
if err != nil {
return result, err
}
for key, value := range stats {
character.Stats[key] = value
}
}
character.Level = planned.Experience.NewLevel
character.Stats["exp"] = int64(planned.Experience.NewExperience)
character.Stats["gold"] = gold + int64(reward.Gold)
skill.Points = planned.SkillPoints.New
return dnfpvp.ArcadeRewardSnapshot{Character: character, Skill: skill,
Reward: dnfpvp.ArcadeReward{Experience: reward.Experience, Gold: reward.Gold}}, nil
}
func buildCurrentPVPFatigueRewardBody(success bool, experience, gold uint32) []byte {
if !success {
return []byte{0}
}
var w packetWriter
w.writeByte(1)
w.writeUint32(experience)
w.writeUint32(gold)
return w.bytes()
}