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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"encoding/binary"
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"fmt"
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"sort"
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)
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const (
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skillSwitchInventoryCmdWire uint16 = 0x0594
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skillSwitchInventoryDeltaWire uint16 = 0x0558
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skillSwitchInventoryAllDataWire uint16 = 0x0559
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skillSwitchInventoryBodySize = 6
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skillSwitchClearListType byte = 44
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skillSwitchClearSlot uint16 = 0xffff
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skillSwitchSkillPart byte = 33
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)
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type skillSwitchInventoryRequest struct {
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SkillID uint16
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EquipmentPart byte
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ListType byte
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Slot uint16
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}
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type skillSwitchInventoryAction byte
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const (
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skillSwitchSetItem skillSwitchInventoryAction = iota + 1
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skillSwitchRemoveItem
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skillSwitchSetSkill
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)
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func decodeSkillSwitchInventoryRequest(body []byte) (skillSwitchInventoryRequest, skillSwitchInventoryAction, error) {
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if len(body) != skillSwitchInventoryBodySize {
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return skillSwitchInventoryRequest{}, 0, fmt.Errorf("skill-switch body length=%d want=%d", len(body), skillSwitchInventoryBodySize)
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}
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r := skillSwitchInventoryRequest{
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SkillID: binary.LittleEndian.Uint16(body[0:2]),
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EquipmentPart: body[2],
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ListType: body[3],
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Slot: binary.LittleEndian.Uint16(body[4:6]),
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}
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if r.EquipmentPart == skillSwitchSkillPart {
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if r.ListType != skillSwitchClearListType || r.Slot != skillSwitchClearSlot {
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return skillSwitchInventoryRequest{}, 0, fmt.Errorf("skill-switch skill sentinel mismatch list=%d slot=%#x", r.ListType, r.Slot)
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}
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return r, skillSwitchSetSkill, nil
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}
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if r.EquipmentPart > 32 {
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return skillSwitchInventoryRequest{}, 0, fmt.Errorf("skill-switch equipment part=%d out of range", r.EquipmentPart)
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}
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if r.ListType == skillSwitchClearListType || r.Slot == skillSwitchClearSlot {
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if r.ListType != skillSwitchClearListType || r.Slot != skillSwitchClearSlot {
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return skillSwitchInventoryRequest{}, 0, fmt.Errorf("skill-switch remove sentinel mismatch list=%d slot=%#x", r.ListType, r.Slot)
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}
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return r, skillSwitchRemoveItem, nil
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}
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return r, skillSwitchSetItem, nil
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}
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type skillSwitchBinding struct {
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EquipmentPart byte `json:"equipment_part"`
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ItemSerial uint32 `json:"item_serial"`
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ItemID uint32 `json:"item_id"`
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}
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type skillSwitchInventoryState struct {
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SkillID uint16 `json:"skill_id"`
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Items []skillSwitchBinding `json:"items,omitempty"`
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}
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func (s skillSwitchInventoryState) sortedItems() []skillSwitchBinding {
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items := append([]skillSwitchBinding(nil), s.Items...)
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sort.Slice(items, func(i, j int) bool { return items[i].EquipmentPart < items[j].EquipmentPart })
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return items
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}
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func buildSkillSwitchAllDataBody(state skillSwitchInventoryState, positions map[byte]skillSwitchInventoryPosition) []byte {
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items := state.sortedItems()
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valid := make([]skillSwitchInventoryPosition, 0, len(items))
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for _, item := range items {
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if p, ok := positions[item.EquipmentPart]; ok {
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valid = append(valid, p)
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}
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}
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result := make([]byte, 3, 3+len(valid)*5)
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binary.LittleEndian.PutUint16(result[:2], state.SkillID)
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for _, p := range valid {
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result = append(result, 1, p.EquipmentPart, p.ListType, 0, 0)
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binary.LittleEndian.PutUint16(result[len(result)-2:], uint16(p.Slot))
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}
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result[2] = byte(len(valid))
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return result
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}
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