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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package dnfbridge
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import (
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"testing"
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"time"
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"longheng.io/server/internal/modules/dnf/raid"
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)
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// 攻坚阶段超时要按 86JP 走「失败」而不是直接删团:
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// RaidHandler.Runtime.cs RunAttackTimeoutAsync(:592-728) 先 TryFailPhase
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// (RaidManager.cs:1956-1982,state=4 + StateArgument=1),把这个阶段所有关卡状态
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// 置 2,发一阶段失败符号 104、失败结算(type=1)、state=4,让还在图里的队员能走
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// (EnablePhaseOneDungeonReturnAsync :1993-2013),最后才交给
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// RemoveFailedRaidAfterResultDelayAsync(:730-762) 在 10 秒后真正删团。
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//
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// 本服以前是到点就 delete(s.raids),所以客户端看不到失败结算、图里的队伍被留在
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// 一个服务器已经不认的副本里。
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func TestRuntimeRaidPhaseTimeoutFailsBeforeItReleasesTheRaid(t *testing.T) {
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now := time.Now().UTC()
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service, raidKey := newRuntimeRaidLifecycleService(now)
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state := service.raids[raidKey]
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config := runtimeRaidBridgeTestAntonConfig()
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state.AntonConfig = config
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state.Lifecycle.Status = runtimeRaidLifecyclePhaseActive
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state.Lifecycle.Phase = runtimeRaidDungeonPhaseOne
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state.Lifecycle.PhaseStartedAt = now.Add(-time.Hour)
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state.Lifecycle.PhaseDeadline = now.Add(-time.Minute)
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if err := initializeRuntimeRaidPhaseObjectives(&state.Lifecycle, config, runtimeRaidDungeonPhaseOne); err != nil {
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t.Fatalf("initialize phase one: %v", err)
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}
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// One gate the members actually walked into, so the table has something to close.
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objective := state.Lifecycle.Objectives[antonBlackFogSourceMapID]
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objective.State = raid.AntonDungeonOpen
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objective.RemainingHP = objective.MaxHP
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state.Lifecycle.Objectives[antonBlackFogSourceMapID] = objective
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failed, err := service.expireRuntimeRaidPhase(raidKey, runtimeRaidDungeonPhaseOne, now)
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if err != nil {
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t.Fatalf("phase timeout: %v", err)
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}
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if failed.Lifecycle.Status != runtimeRaidLifecycleFailed {
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t.Fatalf("timeout status=%d want failed", failed.Lifecycle.Status)
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}
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if failed.Lifecycle.FailedAt.IsZero() {
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t.Fatal("the timeout did not record when the phase failed")
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}
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if _, alive := service.raids[raidKey]; !alive {
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t.Fatal("the failed raid was deleted before its ten-second result window")
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}
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if symbol := failed.Lifecycle.MovieSymbols[antonSymbolPhaseOneFail]; symbol != 1 {
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t.Fatalf("phase-one failure symbol %d=%d want 1", antonSymbolPhaseOneFail, symbol)
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}
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for mapID, gate := range failed.Lifecycle.Objectives {
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if gate.Phase != runtimeRaidDungeonPhaseOne {
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continue
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}
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if wire := runtimeRaidObjectiveWireState(gate.State); wire != 2 {
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t.Fatalf("gate %d closed as wire state %d want 2", mapID, wire)
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}
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}
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// The presentation itself must not fail on an online-less fixture: it is the
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// same call the timer makes before it arms the ten-second removal.
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if err := service.publishFailedRuntimeRaid(failed); err != nil {
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t.Fatalf("publish phase timeout: %v", err)
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}
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service.removeRuntimeRaidFailedPhase(raidKey, runtimeRaidDungeonPhaseOne)
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if _, alive := service.raids[raidKey]; alive {
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t.Fatal("the failed raid was never released after its result window")
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}
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}
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// 守卫:还没到点(或阶段已经不是活跃状态)的团不能被判失败。
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func TestRuntimeRaidPhaseTimeoutRequiresAnExpiredActivePhase(t *testing.T) {
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now := time.Now().UTC()
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service, raidKey := newRuntimeRaidLifecycleService(now)
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state := service.raids[raidKey]
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state.AntonConfig = runtimeRaidBridgeTestAntonConfig()
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state.Lifecycle.Status = runtimeRaidLifecyclePhaseActive
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state.Lifecycle.Phase = runtimeRaidDungeonPhaseOne
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state.Lifecycle.PhaseStartedAt = now
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state.Lifecycle.PhaseDeadline = now.Add(time.Hour)
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if _, err := service.expireRuntimeRaidPhase(raidKey, runtimeRaidDungeonPhaseOne, now); err == nil {
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t.Fatal("a phase inside its attack window was failed")
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}
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if state.Lifecycle.Status != runtimeRaidLifecyclePhaseActive {
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t.Fatalf("status=%d want active", state.Lifecycle.Status)
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}
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}
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