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
This commit is contained in:
hanfuit committed 2026-11-04 14:31:55 +08:00
commit 645b64fe21
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@@ -0,0 +1,236 @@
package dnfbridge
import (
"fmt"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfpvp "longheng.io/server/internal/modules/dnf/pvp"
"time"
)
// Each owner keeps one network seat. The selected actor index changes inside
// that owner's native total-match state; account/session identity never changes.
type currentPVPTotalMatch struct {
loaded [currentPVPRoomSeatCount]bool
selected [currentPVPRoomSeatCount]byte
defeated [currentPVPRoomSeatCount][3]bool
choosing bool
roundStarted time.Time
kills [currentPVPRoomSeatCount][3]uint32
reports [currentPVPRoomSeatCount]map[uint16]uint32
settled [currentPVPRoomSeatCount]*dnfpvp.TotalSnapshot
phase uint64
orderSent [currentPVPRoomSeatCount]bool
}
func (room *currentPVPRoom) totalCombatants() []int {
var seats []int
for seat := range room.members {
if room.combatant(seat) {
seats = append(seats, seat)
}
}
return seats
}
func newCurrentPVPTotalMatch() *currentPVPTotalMatch {
m := &currentPVPTotalMatch{}
for i := range m.selected {
m.selected[i] = 255
}
return m
}
func (s *Service) openCurrentPVPTotalSelectionLocked(room *currentPVPRoom) error {
m := room.match.total
m.choosing = true
m.orderSent = [currentPVPRoomSeatCount]bool{}
for _, member := range room.members {
if member != nil {
if err := s.sendGameUpperRawClass(member.session, 804, nil, 0); err != nil {
return err
}
}
}
return s.scheduleCurrentPVPTotalPhaseLocked(room, true)
}
func (s *Service) handleCurrentPVPTotalLoadLocked(room *currentPVPRoom, session *gameSession, opcode uint16) error {
if room.match == nil || room.match.total == nil || opcode != uint16(dnfenum.CmdPacketCompleteLoadPVP) {
return nil
}
seat := room.seatFor(session)
m := room.match.total
if !room.combatant(seat) || m.loaded[seat] {
return nil
}
m.loaded[seat] = true
for _, seat := range room.totalCombatants() {
if !m.loaded[seat] {
return nil
}
}
return s.openCurrentPVPTotalSelectionLocked(room)
}
func (s *Service) handleCurrentPVPTotalOrder(session *gameSession, body []byte) error {
if session == nil || len(body) != 1 || body[0] >= 3 {
return nil
}
s.pvpMu.Lock()
defer s.pvpMu.Unlock()
room := session.pvpRoom
if room == nil || s.pvpRooms[room.id] != room || !room.started || room.match == nil || room.match.total == nil || room.match.settlementPending {
return nil
}
seat := room.seatFor(session)
m := room.match.total
if !room.combatant(seat) || !m.choosing || !m.loaded[seat] || m.defeated[seat][body[0]] {
return nil
}
// Survivors retain their current actor. A second request in the same
// selection phase cannot replace an already accepted choice.
if m.selected[seat] != 255 {
return nil
}
m.selected[seat] = body[0]
seats := room.totalCombatants()
if len(seats) != 2 {
return nil
}
for _, n := range seats {
if m.selected[n] == 255 {
return nil
}
}
return s.startCurrentPVPTotalRoundLocked(room)
}
func (s *Service) startCurrentPVPTotalRoundLocked(room *currentPVPRoom) error {
m := room.match.total
seats := room.totalCombatants()
if len(seats) != 2 {
return fmt.Errorf("total-match requires two owners")
}
var w packetWriter
for _, n := range seats {
w.writeUint32(uint32(room.members[n].characterID))
w.writeByte(m.selected[n])
}
for seat, member := range room.members {
if member != nil && !m.orderSent[seat] {
if err := s.sendGameUpperRawClass(member.session, 803, w.bytes(), 0); err != nil {
return err
}
m.orderSent[seat] = true
}
}
m.choosing = false
m.phase++
m.roundStarted = s.gameplayNow()
room.match.missionReports = [currentPVPRoomSeatCount]map[uint16]bool{}
s.ensureGameplayTimeQueue().Cancel(currentPVPTotalPhaseTimerName(room, room.match))
s.logGameEvent(room.members[seats[0]].session, "game-pvp-total-round-started", "room_id", room.id, "selected", m.selected)
return nil
}
func currentPVPTotalPhaseTimerName(room *currentPVPRoom, match *currentPVPMatch) string {
return fmt.Sprintf("dnf-pvp-total-phase:%d:%p", room.id, match)
}
func (s *Service) scheduleCurrentPVPTotalPhaseLocked(room *currentPVPRoom, selecting bool) error {
match := room.match
match.total.phase++
phase := match.total.phase
// Native state 15 gives five seconds for selection (3404470). This server
// watchdog allows loading/network slack; the native client selects normally.
return s.ensureGameplayTimeQueue().ScheduleAfter(currentPVPTotalPhaseTimerName(room, match), 45*time.Second, func(time.Time) {
s.pvpMu.Lock()
defer s.pvpMu.Unlock()
if s.pvpRooms[room.id] != room || room.match != match || !room.started || match.settlementPending || match.total.phase != phase {
return
}
if !selecting {
if room.matchingToken != 0 {
s.closeCurrentPVPMatchingLocked(room, nil)
} else {
for _, m := range room.members {
if m != nil {
_ = s.returnCurrentPVPMemberToTown(m)
}
}
s.finishCurrentPVPResultLocked(room)
}
return
}
if !match.total.choosing {
return
}
for _, seat := range room.totalCombatants() {
if match.total.selected[seat] != 255 {
continue
}
for i, dead := range match.total.defeated[seat] {
if !dead {
match.total.selected[seat] = byte(i)
break
}
}
if match.total.selected[seat] == 255 {
return
}
}
if err := s.startCurrentPVPTotalRoundLocked(room); err != nil {
s.logGameEvent(room.members[room.manager].session, "game-pvp-total-watchdog-failed", "error", err)
}
})
}
func (s *Service) finishCurrentPVPTotalTimeoutLocked(room *currentPVPRoom, session *gameSession, winner byte) error {
m := room.match.total
if m.choosing {
return nil
}
for _, seat := range room.totalCombatants() {
if byte(seat) == winner {
continue
}
index := m.selected[seat]
if index >= 3 {
return nil
}
m.defeated[seat][index] = true
m.selected[seat] = 255
room.match.dead[seat] = m.defeated[seat] == [3]bool{true, true, true}
for _, member := range room.members {
if member != nil {
if err := s.sendGameUpperRawClass(member.session, 46, []byte{byte(seat), 255}, 0); err != nil {
return err
}
}
}
}
if win, done := room.survivingPVPWinner(); done {
return s.sendCurrentPVPResultLocked(room, session, win)
}
return s.openCurrentPVPTotalSelectionLocked(room)
}
// A defeated character is exhausted, not the entire three-character team.
func (s *Service) finishCurrentPVPTotalRoundLocked(room *currentPVPRoom, session *gameSession, seat int) error {
m := room.match.total
index := m.selected[seat]
if index >= 3 || m.choosing || m.defeated[seat][index] {
return nil
}
m.defeated[seat][index] = true
if m.defeated[seat] == [3]bool{true, true, true} {
winner, terminal := room.survivingPVPWinner()
if terminal {
return s.sendCurrentPVPResultLocked(room, session, winner)
}
return nil
}
room.match.dead[seat] = false
m.selected[seat] = 255
return s.openCurrentPVPTotalSelectionLocked(room)
}