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
4388 files changed
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@@ -0,0 +1,124 @@
package dnfbridge
import (
"context"
"fmt"
"math"
"strconv"
"time"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// fiendWarRetryReceiptValueKey is the settings key under which the retry-ticket
// refund records that it already paid this attempt.
const fiendWarRetryReceiptValueKey = "fiendwar_retry_v1"
// grantRuntimeFiendWarRetry is the native failed-run ticket refund: when a Fiend
// War run fails, every member that paid the entry ticket gets it back, once.
//
// The receipt scope carries the immutable attempt identity (raid key, start
// attempt, lifecycle start instant), so a replayed timeout/failure callback is
// read-only and a later run cannot reuse an earlier receipt. That is the whole
// reason the scope is built from state rather than from a counter.
func (s *Service) grantRuntimeFiendWarRetry(state runtimeRaidState, now time.Time) error {
if state.RaidMode != runtimeRaidOwnerFiendWar || state.FiendWarConfig == nil ||
!state.FiendWarConfig.Retry || state.StartAttempt == 0 || len(state.ChargedMembers) == 0 {
return nil
}
items, err := s.currentPVFItemCatalog()
if err != nil {
return err
}
definition, err := items.ResolveItem(state.FiendWarConfig.RetryItem.ItemID)
if err != nil {
return err
}
definition, err = currentPVFItemDefinitionForGrantAt(definition, now)
if err != nil {
return err
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.RaidRewards == nil {
return errRuntimeRaidRewardRepository
}
ids := make([]string, 0, len(state.ChargedMembers))
refreshes := make([]runtimeRaidRewardInventoryRefresh, 0, len(state.ChargedMembers))
for _, id := range state.ChargedMembers {
ids = append(ids, strconv.Itoa(int(id)))
}
scope := fmt.Sprintf("fiendwar_retry:v1:%08x:%x:%x", state.RaidKey, state.StartAttempt, uint64(state.Lifecycle.StartedAt.UnixNano()))
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
err = repositories.RaidRewards.WithinRaidRewards(ctx, ids, scope, func(inventories dnfrepo.InventoryRepository, receipts dnfrepo.SettingsRepository) error {
record, found, err := receipts.Load(ctx, scope)
if err != nil {
return err
}
if found && record.Values[fiendWarRetryReceiptValueKey] != "" {
return nil
}
for index, id := range ids {
inventory, found, err := inventories.Load(ctx, id)
if err != nil {
return err
}
if !found {
return fmt.Errorf("%w: character=%s inventory missing", errRuntimeRaidRewardGrant, id)
}
// 本服务端把"主背包已解锁到第几格"做成了必填参数,漏传会把道具放进
// 客户端不渲染的扩展格 —— 见 cera_shop_grant.go 里那段注释(15 个调用点
// 曾静默不传)。这里按攻坚结算发奖的既有做法取当前角色的放置上限,与
// raid_reward_runtime.go 的 grantCurrentCeraShopProduct 调用一致。
slots, err := grantCurrentCeraShopProduct(
&inventory,
definition,
state.FiendWarConfig.RetryItem.Count,
s.currentInventoryPlacementMainSlotCount(ctx, &inventory, id),
)
if err != nil {
return err
}
refresh := make([]int16, 0, len(slots))
for _, slot := range slots {
if slot <= math.MaxInt16 {
refresh = append(refresh, int16(slot))
}
}
refreshes = append(refreshes, runtimeRaidRewardInventoryRefresh{CharacterID: state.ChargedMembers[index], Slots: refresh})
inventory.UpdatedAt = now
if err := dnfrepo.SaveInventoryFields(ctx, inventories, inventory, dnfrepo.InventoryFieldSlots); err != nil {
return err
}
}
if record.Values == nil {
record.Values = map[string]string{}
}
record.Scope = scope
record.Values[fiendWarRetryReceiptValueKey] = fmt.Sprintf("raid=%d;attempt=%d;started=%d;item=%d;count=%d", state.RaidKey, state.StartAttempt, state.Lifecycle.StartedAt.UnixNano(), state.FiendWarConfig.RetryItem.ItemID, state.FiendWarConfig.RetryItem.Count)
record.UpdatedAt = now
return receipts.Save(ctx, record)
})
if err == nil && len(refreshes) != 0 {
err = s.sendRuntimeRaidSettlementInventoryRefreshes(refreshes)
}
return err
}
// scheduleRuntimeFiendWarRetry retries the refund once after a second. The
// caller reaches it when the grant itself failed (typically the reward
// repository was momentarily unavailable), so this is a single retry, not a
// loop: a second failure is logged and the attempt keeps its unspent receipt,
// which a later run's callback can still claim.
func (s *Service) scheduleRuntimeFiendWarRetry(state runtimeRaidState, now time.Time) {
queue := s.ensureGameplayTimeQueue()
if queue == nil {
return
}
name := fmt.Sprintf("fiendwar-retry:%d:%d", state.RaidKey, state.StartAttempt)
_ = queue.ScheduleAfter(name, time.Second, func(due time.Time) {
if err := s.grantRuntimeFiendWarRetry(state, due); err != nil {
s.logPacketEvent("game-fiendwar-retry-ticket-grant-retry-failed", "raid_key", state.RaidKey, "error", err)
}
})
}