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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@@ -0,0 +1,101 @@
package dnfbridge
import (
"context"
"fmt"
"strconv"
"time"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfquest "longheng.io/server/internal/modules/dnf/quest"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
func (s *Service) sendCurrentLinkedObjectiveSnapshots(
session *gameSession,
record dnfrepo.QuestRecord,
source string,
) error {
if err := s.sendCurrentActiveQuestSnapshotFromCommittedQuest(session, record, source+"_active"); err != nil {
return err
}
return s.sendCurrentClearQuestListFromCommittedQuest(session, record, source+"_completed")
}
func (s *Service) applyCurrentTownLinkedProgress(
ctx context.Context,
session *gameSession,
owner *dnfquest.Owner,
catalog *dnfquest.Catalog,
request dnfquest.SetTriggerRequest,
) (dnfquest.LinkedObjectiveCommitResult, error) {
if request.TriggerType != 0 || request.IsIncrement {
return dnfquest.LinkedObjectiveCommitResult{}, nil
}
characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
return owner.ApplyTownLinkedProgress(ctx, catalog, characterID, int64(request.QuestID), time.Now().UTC())
}
func (s *Service) handleCurrentLinkedObjectiveFinish(
ctx context.Context,
session *gameSession,
request dnfquest.FinishQuestRequest,
repositories dnfrepo.Group,
catalog *dnfquest.Catalog,
) (bool, error) {
if catalog == nil || !catalog.IsLinkedObjective(int64(request.QuestID)) {
return false, nil
}
replayKey := newCurrentFinishQuestReplayKey(session.selectedCharacterID, request)
if session.currentFinishQuestAnswered(replayKey) {
s.logGameEvent(session, "game-upper-linked-objective-finish-replay-suppressed",
"quest_id", request.QuestID,
"reason", "same_session_callback_already_closed")
return true, nil
}
owner, err := dnfquest.NewOwner(repositories)
if err != nil {
return true, err
}
characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
result, err := owner.ApplyLinkedObjectiveFinish(
ctx,
catalog,
characterID,
int64(request.QuestID),
time.Now().UTC(),
)
if err != nil {
return true, err
}
s.logGameEvent(session, "game-upper-linked-objective-finish-callback-close",
"quest_id", request.QuestID,
"detail", 22,
"applied", result.Applied,
"parent_quest_id", result.ParentQuestID,
"parent_progress", result.ParentProgress,
"completed_quest_ids", result.CompletedQuestIDs,
"reward_mutation", "none")
if err := s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketFinishQuest), 22); err != nil {
return true, err
}
if !result.Applied {
return true, nil
}
// 这条路径只归档任务状态(gain=0)。支援兵的持久效果要照样镜像过去:
// 不要为了"没有经验表"就跳过,否则历史遗留的支援兵行会一直缺觉醒/装备槽。
s.syncCurrentDungeonCompanionProgression(
ctx,
session,
fmt.Sprintf("quest-linked:%d:%d", request.QuestID, result.ParentQuestID),
nil,
0,
&result.PostCommitQuest,
)
session.markCurrentFinishQuestAnswered(replayKey)
return true, s.sendCurrentLinkedObjectiveSnapshots(
session,
result.PostCommitQuest,
"current_exe_op34_linked_objective_after_atomic_archive",
)
}