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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package dnfbridge
import (
"fmt"
"time"
"longheng.io/server/internal/modules/dnf/dnfenum"
"longheng.io/server/internal/modules/dnf/raid"
)
const (
runtimeRaidOwnerAnton byte = currentRaidAntonMode
runtimeRaidOwnerLuke byte = currentRaidLukeMode
runtimeRaidOwnerFiendWar byte = currentRaidFiendWarMode
runtimeRaidLukeLightRoute byte = 2
runtimeRaidLukeDarkRoute byte = 6
)
type runtimeRaidOwnerConfig struct {
Mode byte
Raid *raid.AntonConfig
Luke *raid.LukeConfig
// FiendWar 只在超时空频道非 nil。它的 Battle.Raid 是合成出来的
// *raid.AntonConfig(PhaseMax=1),所以 Raid 字段对三个 owner 都非 nil,
// 而 FiendWar 额外带着 30 区域地图 / 规则对 / 禁锢秒数 / 商人与雷达电池。
FiendWar *raid.FiendWarConfig
}
func runtimeRaidModeForSession(session *gameSession) byte {
if session == nil {
return 0
}
switch session.channel.Type {
case dnfenum.RaidChannelType:
return runtimeRaidOwnerAnton
case dnfenum.HiddenRaidType:
return runtimeRaidOwnerLuke
case dnfenum.FiendWarRaidChannelType:
return runtimeRaidOwnerFiendWar
default:
return 0
}
}
// runtimeRaidOwnerSupportsSingleRaid reports whether the owner behind ownerMode
// declares a native single (单人) raid.
//
// Anton and Luke both do, and both go through the SAME Anton-side parser: the
// single raid is declared by [SINGLE RAID PHASE] plus
// [single raid start minium member], which anton_pvf.go turns into
// AntonConfig.SingleMode / SingleStartMinimumMembers and advertises as the
// AntonRaidModeSingle ("single") choice. Luke reuses that shape and even asserts
// it is present -- luke_pvf.go fails the load when base.SingleMode is nil, and
// validateLukeSingleRoutes then checks its single phase against the light and
// dark routes. Luke's single type is picked per weekday by
// runtimeRaidLukeSingleTypeForTime (2=light, 6=dark).
//
// Fiend War is the only owner without one. parseFiendWarBattle synthesises its
// baseline as
//
// &AntonConfig{PhaseMax: 1, MemberMax: recruit.MemberMax,
// StartMinimumMembers: recruit.StartMinimumMembers,
// EntryCost: recruit.EntryCost} // fiendwar_battle_pvf.go:83
//
// so SingleMode stays nil and SingleStartMinimumMembers stays 0 -- which is why
// the live log's Fiend War start request carried "minimum_members=0
// maximum_members=1": runtimeRaidStartRosterBounds fell through to
// config.SingleStartMinimumMembers for a config that has no single mode at all.
//
// Live incident 2026-10-07: two players opened a one-member Fiend War raid
// (tail_flag=1), pressed start, and commitRuntimeRaidStartWithOwner returned
// false every time (5 attempts, 2 raids, all "commit runtime raid start after
// durable entry debit"). cancelRuntimeRaidStart only clears StartPending and
// FrozenMembers, so the raid object survived with TailFlag=1, Started=false and
// never reached a dissolve path -- the player stayed "already in a raid"
// forever, and every later join was refused with direction_not_admissible,
// which the client rendered as dstr 32059 「抱歉, 不存在该玩家。」.
func runtimeRaidOwnerSupportsSingleRaid(ownerMode byte) bool {
return ownerMode != runtimeRaidOwnerFiendWar
}
// runtimeRaidSingleRequested reports whether a create request or an existing
// raid object asks for the single (单人) raid, which the wire format carries as
// the tail flag.
func runtimeRaidSingleRequested(tailFlag byte) bool {
return tailFlag == 1
}
func (s *Service) runtimeRaidLukeConfig() (*raid.LukeConfig, error) {
if s == nil {
return nil, raid.ErrLukePVFSourceRequired
}
s.raidLukeMu.Lock()
defer s.raidLukeMu.Unlock()
if s.raidLuke != nil {
return s.raidLuke, nil
}
if s.raidLukeErr != nil {
return nil, s.raidLukeErr
}
s.initialEquipmentMu.Lock()
archive, err := s.initialEquipmentArchiveLocked()
s.initialEquipmentMu.Unlock()
if err != nil {
s.raidLukeErr = fmt.Errorf("load luke runtime archive: %w", err)
return nil, s.raidLukeErr
}
config, err := raid.LoadLukeConfig(archive)
if err != nil {
s.raidLukeErr = fmt.Errorf("load current luke runtime config: %w", err)
return nil, s.raidLukeErr
}
s.raidLuke = config
return config, nil
}
// runtimeRaidLukeCardSetConfig loads etc/raid/luke/LukeCardSet.etc, the tarot
// table the 1181 card display is built from. Same shape as runtimeRaidLukeConfig:
// one archive read, cached, and the failure cached too so a missing or invalid
// document is logged once instead of on every waiting-area entry.
func (s *Service) runtimeRaidLukeCardSetConfig() (*raid.LukeCardSetConfig, error) {
if s == nil {
return nil, raid.ErrLukeCardSetSourceRequired
}
s.raidLukeCardSetMu.Lock()
defer s.raidLukeCardSetMu.Unlock()
if s.raidLukeCardSet != nil {
return s.raidLukeCardSet, nil
}
if s.raidLukeCardSetErr != nil {
return nil, s.raidLukeCardSetErr
}
s.initialEquipmentMu.Lock()
archive, err := s.initialEquipmentArchiveLocked()
s.initialEquipmentMu.Unlock()
if err != nil {
s.raidLukeCardSetErr = fmt.Errorf("load luke card set runtime archive: %w", err)
return nil, s.raidLukeCardSetErr
}
config, err := raid.LoadLukeCardSet(archive)
if err != nil {
s.raidLukeCardSetErr = fmt.Errorf("load current luke card set config: %w", err)
return nil, s.raidLukeCardSetErr
}
s.raidLukeCardSet = config
return config, nil
}
// runtimeRaidLukeRaidMonsterListConfig loads etc/raid/luke/luke.etc.buff
// [RAID MONSTER LIST], the table that says which named monster and which boss
// each maze of each raid dungeon spawns. The 1181 card display derives its seven
// faces from it, so a failure here is logged once and makes that packet fail
// closed rather than fall back to an arbitrary face.
func (s *Service) runtimeRaidLukeRaidMonsterListConfig() (*raid.LukeRaidMonsterListConfig, error) {
if s == nil {
return nil, raid.ErrLukeRaidMonsterListSourceRequired
}
s.raidLukeMonsterListMu.Lock()
defer s.raidLukeMonsterListMu.Unlock()
if s.raidLukeMonsterList != nil {
return s.raidLukeMonsterList, nil
}
if s.raidLukeMonsterListErr != nil {
return nil, s.raidLukeMonsterListErr
}
s.initialEquipmentMu.Lock()
archive, err := s.initialEquipmentArchiveLocked()
s.initialEquipmentMu.Unlock()
if err != nil {
s.raidLukeMonsterListErr = fmt.Errorf("load luke raid monster list runtime archive: %w", err)
return nil, s.raidLukeMonsterListErr
}
config, err := raid.LoadLukeRaidMonsterList(archive)
if err != nil {
s.raidLukeMonsterListErr = fmt.Errorf("load current luke raid monster list config: %w", err)
return nil, s.raidLukeMonsterListErr
}
s.raidLukeMonsterList = config
return config, nil
}
func (s *Service) runtimeRaidOwnerConfigForSession(session *gameSession) (runtimeRaidOwnerConfig, error) {
if session == nil {
return runtimeRaidOwnerConfig{}, errRuntimeRaidLifecycleState
}
switch session.channel.Type {
case dnfenum.RaidChannelType:
config, err := s.runtimeRaidAntonConfig()
return runtimeRaidOwnerConfig{Mode: runtimeRaidOwnerAnton, Raid: config}, err
case dnfenum.HiddenRaidType:
config, err := s.runtimeRaidLukeConfig()
if err != nil {
return runtimeRaidOwnerConfig{}, err
}
return runtimeRaidOwnerConfig{Mode: runtimeRaidOwnerLuke, Raid: config.Raid, Luke: config}, nil
case dnfenum.FiendWarRaidChannelType:
config, err := s.runtimeRaidFiendWarConfig()
if err != nil {
return runtimeRaidOwnerConfig{}, err
}
if config.Battle == nil {
return runtimeRaidOwnerConfig{}, errRuntimeRaidLifecycleState
}
// Battle.Raid 是 parseFiendWarBattle 合成的 *AntonConfig(PhaseMax=1),
// 所以 Raid 字段对超时空也非 nil —— 报名/名额/入场费走与安徒恩相同的骨架。
return runtimeRaidOwnerConfig{Mode: runtimeRaidOwnerFiendWar, Raid: config.Battle.Raid, FiendWar: config}, nil
default:
return runtimeRaidOwnerConfig{}, errRuntimeRaidLifecycleState
}
}
// Current PVF exposes the two native Luke single route symbols (2=light,
// 6=dark). The historical live schedule used Tuesday for light and Saturday
// for dark; the all-days local profile follows the official first-server split.
func runtimeRaidLukeSingleTypeForTime(at time.Time) byte {
switch at.In(runtimeRaidChinaCalendar).Weekday() {
case time.Monday, time.Tuesday, time.Wednesday:
return runtimeRaidLukeLightRoute
default:
return runtimeRaidLukeDarkRoute
}
}
func runtimeRaidBaseConfig(state runtimeRaidState) *raid.AntonConfig {
if state.RaidMode == runtimeRaidOwnerLuke && state.LukeConfig != nil {
return state.LukeConfig.Raid
}
// 超时空的 "base" 是 parseFiendWarBattle 合成的那个 *AntonConfig。它同时是
// lifecycle 的 config 和 runtimeRaidBaseConfig 的返回值,所以路径/阶段/名额
// 相关的每一处都不需要知道超时空的存在。Battle 为 nil 时退回 AntonConfig,
// 让调用方拿到 nil 而不是 panic。
if state.RaidMode == runtimeRaidOwnerFiendWar && state.FiendWarConfig != nil && state.FiendWarConfig.Battle != nil {
return state.FiendWarConfig.Battle.Raid
}
return state.AntonConfig
}