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 (
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"bytes"
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"encoding/binary"
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"testing"
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"time"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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)
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func TestPVPDeathResultLifecycle(t *testing.T) {
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for _, route := range []string{"legacy", "upper"} {
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for _, winner := range []byte{0, 1} {
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t.Run(route+string(rune('0'+winner)), func(t *testing.T) {
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s := pvpChannelInfoTestService(t)
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queue := newFakeCurrentDungeonDeathTimerQueue()
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s.gameplayTimers = queue
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room := ¤tPVPRoom{id: 1, channelID: 501, battleMode: 2, started: true,
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match: ¤tPVPMatch{winner: 0xff}, seatState: [8]byte{1, 2, 3}}
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s.pvpRooms = map[uint16]*currentPVPRoom{1: room}
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s.pvpSubscribers = make(map[*gameSession]int)
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var players [4]*gameSession
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for seat := range players {
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player := &gameSession{conn: &bufferConn{}, selectedCharacterID: uint16(16 + seat*30), channel: s.catalog.Channels()[1]}
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player.channel.ID = 501
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players[seat] = player
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s.pvpSubscribers[player] = 501
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if seat < 3 {
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player.pvpRoom = room
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room.members[seat] = ¤tPVPMember{session: player, characterID: player.selectedCharacterID,
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grade: byte(3 + seat), currencySlot2: uint32(123 + seat), rankPoint: 987}
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}
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}
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dispatch := func(player *gameSession, opcode uint16, body []byte) {
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t.Helper()
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var err error
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if route == "legacy" {
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err = s.handleGameCommand(player, 1, opcode, body)
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} else {
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wire, e := dnfproto.BuildChannelPacket(opcode, body, 0, 1)
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if e != nil {
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t.Fatal(e)
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}
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err = s.handleGameUpper(player, wire)
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}
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if err != nil {
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t.Fatal(err)
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}
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}
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loser := byte(1 - winner)
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body := []byte{byte(players[loser].selectedCharacterID), 0, byte(players[winner].selectedCharacterID), 0, 1, 100, 0}
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dispatch(players[winner], 55, body) // cannot report another actor's death
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dispatch(players[3], 55, body)
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dispatch(players[loser], 55, body[:6])
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invalid := append([]byte(nil), body...)
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invalid[2] = 99
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dispatch(players[loser], 55, invalid)
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dispatch(players[loser], 57, nil)
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for _, player := range players {
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if player.conn.(*bufferConn).write.Len() != 0 {
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t.Fatal("invalid report emitted packets")
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}
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}
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dispatch(players[loser], 55, body)
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if room.match.winner != winner || !room.match.resultSent || queue.scheduleCount != 1 {
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t.Fatalf("missing terminal result: %+v", room.match)
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}
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for seat, player := range players[:3] {
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conn := player.conn.(*bufferConn)
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death, rest := splitCurrentGameServerUpperPacketAuto(t, conn.write.Bytes())
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if death.Header.Classification != 0 || death.Header.MsgID != 46 || !bytes.Equal(death.Body, []byte{loser, winner}) {
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t.Fatalf("death=%+v body=%x", death.Header, death.Body)
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}
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result, rest := splitCurrentGameServerUpperPacketAuto(t, rest)
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b := result.Body
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if result.Header.Classification != 0 || result.Header.MsgID != 47 || len(rest) != 0 || len(b) != 72 ||
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b[0] != winner || binary.LittleEndian.Uint32(b[1:]) != uint32(123+seat) || b[5] != byte(3+seat) || b[10] != 2 {
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t.Fatalf("current native result=%+v body=%x", result.Header, b)
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}
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for row := 0; row < 2; row++ {
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offset := 11 + 23*row
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kills := uint32(0)
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if byte(row) == winner {
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kills = 1
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}
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if binary.LittleEndian.Uint16(b[offset:]) != players[row].selectedCharacterID ||
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binary.LittleEndian.Uint32(b[offset+2:]) != kills || b[offset+6] != byte(3+row) ||
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binary.LittleEndian.Uint32(b[offset+11:]) != 987 || binary.LittleEndian.Uint32(b[offset+19:]) != kills {
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t.Fatalf("result row %d=%x", row, b[offset:offset+23])
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}
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}
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if !bytes.Equal(b[57:], []byte{0, 0, 255, 255, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0}) {
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t.Fatalf("native result tail=%x", b[57:])
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}
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conn.write.Reset()
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}
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if players[3].conn.(*bufferConn).write.Len() != 0 {
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t.Fatal("lobby got match packets")
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}
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dispatch(players[loser], 55, body)
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for _, player := range players {
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if player.conn.(*bufferConn).write.Len() != 0 {
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t.Fatal("duplicate death settled twice")
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}
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}
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staleTimer := queue.tasks[0].callback
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dispatch(players[0], 57, nil)
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dispatch(players[1], 57, nil)
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if !room.started {
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t.Fatal("returned before observer closed result")
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}
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dispatch(players[2], 57, nil)
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if room.started || room.match != nil || room.members[1] == nil {
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t.Fatal("result did not retain waiting room")
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}
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for _, player := range players[:3] {
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wire := player.conn.(*bufferConn).write.Bytes()
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for _, opcode := range []uint16{44, 44, 44, 42} {
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packet, rest := splitCurrentGameServerUpperPacketAuto(t, wire)
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if packet.Header.MsgID != opcode {
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t.Fatalf("return packet=%+v", packet.Header)
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}
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wire = rest
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}
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if len(wire) != 0 {
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t.Fatal("unexpected return packets")
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}
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}
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room.started = true
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room.match = ¤tPVPMatch{winner: 0xff}
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staleTimer(time.Now())
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if !room.started {
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t.Fatal("old timeout ended a new match")
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}
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room.seatState[2] = room.seatState[loser]
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for _, player := range players {
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player.conn.(*bufferConn).write.Reset()
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}
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dispatch(players[loser], 55, body)
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if room.match.resultSent {
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t.Fatal("team still has a surviving member")
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}
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body[0] = byte(players[2].selectedCharacterID)
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dispatch(players[2], 55, body)
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if !room.match.resultSent {
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t.Fatal("last team death did not settle")
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}
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queue.tasks[len(queue.tasks)-1].callback(time.Now())
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if room.started {
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t.Fatal("missing result ACK left room stuck")
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}
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})
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}
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}
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}
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