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
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package dnfbridge
import (
"fmt"
"time"
)
// A dropped transport keeps its attack-party seat for a grace window instead of
// being removed on the spot: the roster row is marked disconnected for the
// other members, the same character may reconnect into the same seat, and only
// a grace window that goes unanswered removes the member -- exactly like the
// 退出攻坚队 the client would otherwise have to perform by hand. A leader who
// never returns hands the raid to the next member in roster order rather than
// freezing it, and a drop that empties the roster disbands the raid.
//
// The grace applies whatever the raid is doing. It used to be cut short once the
// roster was frozen, because removal was refused for a started raid; now that a
// leave always goes through, the frozen case removes the member like any other.
//
// Hypothesis source (never authority): the read-only 86JP C# server,
// Game/Raid/RaidManager.cs (RaidDisconnectGraceMilliseconds, LeaveLocked
// successor rule) and RaidHandler.cs (ExpireRaidDisconnectGraceAsync).
//
// runtimeRaidDisconnectGrace is only the fallback now: the window itself comes
// from the raid's own PVF, [DISCONN MEMBER WAIT TIME] (300 in both the shipped
// etc/raid/anton.etc and etc/raid/luke/luke.etc). See
// runtimeRaidDisconnectGraceForState.
const (
runtimeRaidDisconnectGrace = 5 * time.Minute
runtimeRaidMemberUserStateOnline byte = 1
runtimeRaidMemberUserStateOffline byte = 0
)
// runtimeRaidDisconnectGraceForState is how long this raid holds a dropped
// member's seat: the [DISCONN MEMBER WAIT TIME] its own catalog declares, or the
// 300-second fallback when no catalog covers the state (a hand-built fixture, an
// unavailable config) or the document omits the section.
//
// Both shipped raids declare 300, which is exactly the constant it replaces, so
// wiring the PVF through changes no behaviour -- it only stops the value from
// drifting if the document is ever edited.
func runtimeRaidDisconnectGraceForState(state *runtimeRaidState) time.Duration {
if state != nil {
if config := runtimeRaidBaseConfig(*state); config != nil && config.DisconnMemberWaitTime > 0 {
return time.Duration(config.DisconnMemberWaitTime) * time.Second
}
}
return runtimeRaidDisconnectGrace
}
type runtimeRaidDisconnectReservation struct {
RaidKey uint32
CharacterID uint16
Generation uint64
DisconnectedAt time.Time
ExpiresAt time.Time
}
func runtimeRaidDisconnectTimerName(raidKey uint32, characterID uint16) string {
return fmt.Sprintf("raid-disconnect:%d:%d", raidKey, characterID)
}
// noteRuntimeRaidSessionDisconnected reserves the departing member's seat. It
// is called from the canonical session teardown, before the session leaves the
// online table, so the disconnecting socket itself is excluded from the
// roster broadcast.
func (s *Service) noteRuntimeRaidSessionDisconnected(session *gameSession, reason string) {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return
}
characterID := session.selectedCharacterID
generation := session.characterGeneration
now := s.gameplayNow()
s.raidMu.Lock()
state := s.runtimeRaidByMemberLocked(characterID)
if state == nil {
s.raidMu.Unlock()
return
}
index := runtimeRaidMemberIndex(*state, characterID)
if index < 0 {
s.raidMu.Unlock()
return
}
state.Members[index].UserState = runtimeRaidMemberUserStateOffline
// The member's session took its dungeon run with it. Releasing the run here is
// what keeps a client crash from squatting on a gate forever: the run can no
// longer be completed or abandoned, so its occupancy has to go with the socket.
// The seat itself is still held for the grace window below.
s.releaseRuntimeRaidRunsOwnedByLocked(state, characterID)
if s.raidDisconnects == nil {
s.raidDisconnects = make(map[uint16]runtimeRaidDisconnectReservation)
}
grace := runtimeRaidDisconnectGraceForState(state)
reservation := runtimeRaidDisconnectReservation{
RaidKey: state.RaidKey,
CharacterID: characterID,
Generation: generation,
DisconnectedAt: now,
ExpiresAt: now.Add(grace),
}
s.raidDisconnects[characterID] = reservation
snapshot := cloneRuntimeRaidState(*state)
s.raidMu.Unlock()
if err := s.scheduleRuntimeRaidDisconnectExpiry(reservation, grace); err != nil {
s.logPacketEvent("game-raid-disconnect-timer-failed",
"raid_key", snapshot.RaidKey, "char_id", characterID, "error", err)
}
if err := s.broadcastRuntimeRaidRefreshExcept(snapshot, characterID); err != nil {
s.logPacketEvent("game-raid-disconnect-refresh-failed",
"raid_key", snapshot.RaidKey, "char_id", characterID, "error", err)
}
s.logGameEvent(session, "game-raid-member-disconnected-reserved",
"raid_key", snapshot.RaidKey,
"char_id", characterID,
"reason", reason,
"started", snapshot.Started,
"grace_seconds", int(grace/time.Second))
}
// restoreRuntimeRaidPresence clears a reservation for a character whose new
// session has become canonical and republishes the row as online.
func (s *Service) restoreRuntimeRaidPresence(session *gameSession, reason string) {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return
}
characterID := session.selectedCharacterID
s.raidMu.Lock()
reservation, reserved := s.raidDisconnects[characterID]
if reserved {
delete(s.raidDisconnects, characterID)
}
state := s.runtimeRaidByMemberLocked(characterID)
if state == nil {
s.raidMu.Unlock()
return
}
index := runtimeRaidMemberIndex(*state, characterID)
if index < 0 || (!reserved && state.Members[index].UserState == runtimeRaidMemberUserStateOnline) {
s.raidMu.Unlock()
return
}
state.Members[index].UserState = runtimeRaidMemberUserStateOnline
snapshot := cloneRuntimeRaidState(*state)
s.raidMu.Unlock()
if reserved {
if queue := s.ensureGameplayTimeQueue(); queue != nil {
queue.Cancel(runtimeRaidDisconnectTimerName(reservation.RaidKey, characterID))
}
}
if err := s.broadcastRuntimeRaidRefresh(snapshot); err != nil {
s.logPacketEvent("game-raid-presence-restore-refresh-failed",
"raid_key", snapshot.RaidKey, "char_id", characterID, "error", err)
}
s.logGameEvent(session, "game-raid-member-presence-restored",
"raid_key", snapshot.RaidKey,
"char_id", characterID,
"reason", reason,
"had_reservation", reserved)
}
func (s *Service) scheduleRuntimeRaidDisconnectExpiry(reservation runtimeRaidDisconnectReservation, delay time.Duration) error {
queue := s.ensureGameplayTimeQueue()
if queue == nil {
return errGameplayTimeQueueUnavailable
}
return queue.ScheduleAfter(
runtimeRaidDisconnectTimerName(reservation.RaidKey, reservation.CharacterID),
delay,
func(due time.Time) { s.expireRuntimeRaidDisconnect(reservation, due) },
)
}
// expireRuntimeRaidDisconnect is the grace-window callback. Only the exact
// reservation that armed it may act; a reconnect replaces the reservation and
// leaves this callback stale.
func (s *Service) expireRuntimeRaidDisconnect(armed runtimeRaidDisconnectReservation, due time.Time) {
due = runtimeRaidNormalizeTime(due)
s.raidMu.Lock()
current, reserved := s.raidDisconnects[armed.CharacterID]
if !reserved || current.RaidKey != armed.RaidKey || current.Generation != armed.Generation {
s.raidMu.Unlock()
return
}
if due.Before(current.ExpiresAt) {
remaining := current.ExpiresAt.Sub(due)
s.raidMu.Unlock()
if err := s.scheduleRuntimeRaidDisconnectExpiry(current, remaining); err != nil {
s.logPacketEvent("game-raid-disconnect-timer-failed",
"raid_key", armed.RaidKey, "char_id", armed.CharacterID, "error", err)
}
return
}
state := s.raids[armed.RaidKey]
if state == nil || runtimeRaidMemberIndex(*state, armed.CharacterID) < 0 {
delete(s.raidDisconnects, armed.CharacterID)
s.raidMu.Unlock()
return
}
// The grace window is the whole of the drop rule: a member who does not come
// back inside it leaves the raid, whether or not the raid has started. This
// used to defer forever once the roster was frozen (StartPending/Started),
// because removal itself was refused for a started raid back then; now that a
// leave always goes through, the deferral would only keep a seat nobody can
// use and leave the other members looking at somebody who is not coming back.
delete(s.raidDisconnects, armed.CharacterID)
previousLeader := state.LeaderID
remaining, removed, disbanded := s.removeRuntimeRaidMemberLocked(armed.CharacterID)
var snapshot runtimeRaidState
if remaining != nil {
snapshot = cloneRuntimeRaidState(*remaining)
}
s.raidMu.Unlock()
if !removed {
return
}
if disbanded {
s.refreshRuntimePublicRaidDirectories("raid_disconnect_grace_expired")
s.logPacketEvent("game-raid-disconnect-grace-expired",
"raid_key", armed.RaidKey, "char_id", armed.CharacterID, "disbanded", true)
return
}
if err := s.broadcastRuntimeRaidRefresh(snapshot); err != nil {
s.logPacketEvent("game-raid-disconnect-grace-refresh-failed",
"raid_key", armed.RaidKey, "char_id", armed.CharacterID, "error", err)
}
if err := s.broadcastRuntimeRaidBuffRegistration(snapshot, 0); err != nil {
s.logPacketEvent("game-raid-disconnect-grace-buff-failed",
"raid_key", armed.RaidKey, "char_id", armed.CharacterID, "error", err)
}
s.logPacketEvent("game-raid-disconnect-grace-expired",
"raid_key", armed.RaidKey,
"char_id", armed.CharacterID,
"disbanded", false,
"leader_changed", snapshot.LeaderID != previousLeader,
"leader_id", snapshot.LeaderID,
"member_count", len(snapshot.Members))
}
// runtimeRaidSuccessorLocked picks who takes over a departing leader: the first
// row of the roster the client displays, skipping anyone sitting in its own
// disconnect grace window so the raid does not land on somebody who cannot start
// it. When every survivor is inside a grace window roster order decides and a
// later reconnect/expiry settles it. Caller holds raidMu.
func (s *Service) runtimeRaidSuccessorLocked(state runtimeRaidState) uint16 {
if len(state.Members) == 0 {
return 0
}
members := append([]runtimeRaidMemberState(nil), state.Members...)
runtimeRaidSortMembers(members)
for _, member := range members {
if reservation, reserved := s.raidDisconnects[member.CharID]; reserved && reservation.RaidKey == state.RaidKey {
continue
}
return member.CharID
}
return members[0].CharID
}
// runtimeRaidMemberDisconnectedLocked reports whether a member currently holds
// a disconnect reservation in this raid. Caller holds raidMu.
func (s *Service) runtimeRaidMemberDisconnectedLocked(state runtimeRaidState, characterID uint16) bool {
reservation, reserved := s.raidDisconnects[characterID]
return reserved && reservation.RaidKey == state.RaidKey
}