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"
"sort"
"time"
"longheng.io/server/internal/modules/dnf/alignedcmd"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const (
currentRewardSlotHighlightDelay = 50 * time.Millisecond
// Current DNF90CN accepts a single changed row reliably. Publishing a
// mixed gift package as one large op14 per inventory list can crash the
// client while it is still creating the package rewards. Keep the first
// highlight immediate, then let the UI consume one row at a time.
currentRewardSlotHighlightStep = 15 * time.Millisecond
)
func currentRewardSlotRefreshesFromKeys(keys map[string]struct{}) ([]alignedcmd.ItemSlotRefresh, error) {
refreshes := make([]alignedcmd.ItemSlotRefresh, 0, len(keys))
for key := range keys {
listType, slot, ok := parseSceneInventorySlotKey(key)
if !ok || slot < 0 {
return nil, fmt.Errorf("reward slot key %q is invalid", key)
}
refreshes = append(refreshes, alignedcmd.ItemSlotRefresh{ListType: listType, SlotIndex: slot})
}
sort.Slice(refreshes, func(left, right int) bool {
if refreshes[left].ListType != refreshes[right].ListType {
return refreshes[left].ListType < refreshes[right].ListType
}
return refreshes[left].SlotIndex < refreshes[right].SlotIndex
})
return refreshes, nil
}
func currentRewardSlotHighlightSupported(refresh alignedcmd.ItemSlotRefresh) bool {
// New list-7 rows are already delivered by the package's full pet-list
// snapshot. Replaying one through op14 enters the current client pet-update
// path with an uninitialized object and crashes at 0x0206430B. Main-bag and
// avatar rows are the two live-proved changed-slot highlight carriers.
return refresh.ListType == dnfrepo.MainInventoryListType || refresh.ListType == currentExeInventoryAvatarListType
}
// Full list snapshots make every reward visible, but they do not identify new
// rows to the client and can overwrite an immediate slot animation. Re-publish
// only the committed reward rows after the snapshot settles so the current
// client plays its native changed-slot highlight without changing item state.
//
// Lottery jars are deliberately not routed here: their op27 result row is the
// sole inventory mutation packet during the native opening sequence, and any
// op14 during "open all" can dereference stale client objects.
func (s *Service) scheduleCurrentRewardSlotHighlights(
session *gameSession,
operation string,
refreshes []alignedcmd.ItemSlotRefresh,
) {
if s == nil || session == nil || len(refreshes) == 0 || s.gameplayTimers == nil {
return
}
characterID, generation, err := gameSessionCharacterEventIdentity(session, session.selectedCharacterID)
if err != nil {
s.logGameEvent(session, "game-reward-slot-highlight-skipped", "operation", operation, "reason", err)
return
}
supported := make([]alignedcmd.ItemSlotRefresh, 0, len(refreshes))
skipped := make([]alignedcmd.ItemSlotRefresh, 0, len(refreshes))
for _, refresh := range refreshes {
if currentRewardSlotHighlightSupported(refresh) {
supported = append(supported, refresh)
} else {
skipped = append(skipped, refresh)
}
}
if len(skipped) > 0 {
s.logGameEvent(session, "game-reward-slot-highlight-unsupported-skipped",
"operation", operation,
"reward_slots", fmt.Sprint(skipped),
"reason", "current_client_list7_new_row_op14_access_violation")
}
if len(supported) == 0 {
return
}
refreshes = supported
batchID := s.gameplayTimers.Now().UnixNano()
scheduled := 0
for index, refresh := range refreshes {
refresh := refresh
delay := currentRewardSlotHighlightDelay + time.Duration(index)*currentRewardSlotHighlightStep
timerName := fmt.Sprintf(
"dnf-reward-slot-highlight:%s:%s:%d:%d",
session.connID,
operation,
batchID,
index,
)
err = s.gameplayTimers.ScheduleAfter(timerName, delay, func(time.Time) {
postErr := s.postGameSessionCharacterEvent(
session,
operation+"-reward-slot-highlight",
characterID,
generation,
func() error {
return s.sendSelectedIncrementalItemSlotRefreshes(
session,
operation+"_reward_slot_highlight",
[]alignedcmd.ItemSlotRefresh{refresh},
)
},
)
if postErr != nil && !isClosedGameSessionEventError(postErr) {
s.logGameEvent(session, "game-reward-slot-highlight-failed",
"operation", operation,
"reward_slot", fmt.Sprint(refresh),
"reason", postErr)
}
})
if err != nil {
s.logGameEvent(session, "game-reward-slot-highlight-schedule-failed",
"operation", operation,
"reward_slot", fmt.Sprint(refresh),
"scheduled", scheduled,
"reason", err)
return
}
scheduled++
}
lastDelay := currentRewardSlotHighlightDelay + time.Duration(len(refreshes)-1)*currentRewardSlotHighlightStep
s.logGameEvent(session, "game-reward-slot-highlight-scheduled",
"operation", operation,
"reward_slots", fmt.Sprint(refreshes),
"slot_count", scheduled,
"first_delay_ms", currentRewardSlotHighlightDelay.Milliseconds(),
"last_delay_ms", lastDelay.Milliseconds(),
"step_ms", currentRewardSlotHighlightStep.Milliseconds())
}