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 +1,95 @@
package dnfbridge
import (
"encoding/binary"
"fmt"
"sort"
)
const (
skillSwitchInventoryCmdWire uint16 = 0x0594
skillSwitchInventoryDeltaWire uint16 = 0x0558
skillSwitchInventoryAllDataWire uint16 = 0x0559
skillSwitchInventoryBodySize = 6
skillSwitchClearListType byte = 44
skillSwitchClearSlot uint16 = 0xffff
skillSwitchSkillPart byte = 33
)
type skillSwitchInventoryRequest struct {
SkillID uint16
EquipmentPart byte
ListType byte
Slot uint16
}
type skillSwitchInventoryAction byte
const (
skillSwitchSetItem skillSwitchInventoryAction = iota + 1
skillSwitchRemoveItem
skillSwitchSetSkill
)
func decodeSkillSwitchInventoryRequest(body []byte) (skillSwitchInventoryRequest, skillSwitchInventoryAction, error) {
if len(body) != skillSwitchInventoryBodySize {
return skillSwitchInventoryRequest{}, 0, fmt.Errorf("skill-switch body length=%d want=%d", len(body), skillSwitchInventoryBodySize)
}
r := skillSwitchInventoryRequest{
SkillID: binary.LittleEndian.Uint16(body[0:2]),
EquipmentPart: body[2],
ListType: body[3],
Slot: binary.LittleEndian.Uint16(body[4:6]),
}
if r.EquipmentPart == skillSwitchSkillPart {
if r.ListType != skillSwitchClearListType || r.Slot != skillSwitchClearSlot {
return skillSwitchInventoryRequest{}, 0, fmt.Errorf("skill-switch skill sentinel mismatch list=%d slot=%#x", r.ListType, r.Slot)
}
return r, skillSwitchSetSkill, nil
}
if r.EquipmentPart > 32 {
return skillSwitchInventoryRequest{}, 0, fmt.Errorf("skill-switch equipment part=%d out of range", r.EquipmentPart)
}
if r.ListType == skillSwitchClearListType || r.Slot == skillSwitchClearSlot {
if r.ListType != skillSwitchClearListType || r.Slot != skillSwitchClearSlot {
return skillSwitchInventoryRequest{}, 0, fmt.Errorf("skill-switch remove sentinel mismatch list=%d slot=%#x", r.ListType, r.Slot)
}
return r, skillSwitchRemoveItem, nil
}
return r, skillSwitchSetItem, nil
}
type skillSwitchBinding struct {
EquipmentPart byte `json:"equipment_part"`
ItemSerial uint32 `json:"item_serial"`
ItemID uint32 `json:"item_id"`
}
type skillSwitchInventoryState struct {
SkillID uint16 `json:"skill_id"`
Items []skillSwitchBinding `json:"items,omitempty"`
}
func (s skillSwitchInventoryState) sortedItems() []skillSwitchBinding {
items := append([]skillSwitchBinding(nil), s.Items...)
sort.Slice(items, func(i, j int) bool { return items[i].EquipmentPart < items[j].EquipmentPart })
return items
}
func buildSkillSwitchAllDataBody(state skillSwitchInventoryState, positions map[byte]skillSwitchInventoryPosition) []byte {
items := state.sortedItems()
valid := make([]skillSwitchInventoryPosition, 0, len(items))
for _, item := range items {
if p, ok := positions[item.EquipmentPart]; ok {
valid = append(valid, p)
}
}
result := make([]byte, 3, 3+len(valid)*5)
binary.LittleEndian.PutUint16(result[:2], state.SkillID)
for _, p := range valid {
result = append(result, 1, p.EquipmentPart, p.ListType, 0, 0)
binary.LittleEndian.PutUint16(result[len(result)-2:], uint16(p.Slot))
}
result[2] = byte(len(valid))
return result
}