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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"context"
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"strconv"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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)
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func (s *Service) sendCurrentSocketMutationRefresh(session *gameSession, result currentSocketMutationResult, source string) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if result.TargetEquipped || result.Target.ListType == currentSocketListEquipment {
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if err := s.sendCurrentSocketEquipmentSlotUpdate(session, result.Target.Slot, source+"_target"); err != nil {
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return err
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}
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} else if result.Target.ListType != 0 || result.Target.Slot != 0 {
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if err := s.sendCurrentSocketInventorySlotUpdate(session, result.Target.ListType, result.Target.Slot, source+"_target"); err != nil {
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return err
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}
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}
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for _, changed := range result.Consumed {
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if err := s.sendCurrentSocketInventorySlotUpdate(session, changed.ListType, changed.Slot, source+"_consume"); err != nil {
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return err
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}
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}
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return nil
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}
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func (s *Service) sendCurrentSocketInventorySlotUpdate(session *gameSession, listType byte, slot int16, source string) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Inventory == nil {
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return nil
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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inventory, found, err := repositories.Inventory.Load(ctx, characterID)
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if err != nil {
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return err
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}
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var entry currentItemListEntry
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if found {
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if stack, ok := inventory.Slots[currentSocketInventoryKey(listType, slot)]; ok && stack.ItemID > 0 {
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entry = currentItemListEntryFromStack(listType, slot, stack)
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} else {
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entry.patchCore(slot, 0, 0)
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}
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} else {
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entry.patchCore(slot, 0, 0)
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}
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body := buildCurrentItemUpdateBody(listType, []currentItemListEntry{entry})
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s.logGameEvent(session, "game-current-socket-inventory-slot-refresh",
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"source", source,
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"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
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"list_type", listType,
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"slot", slot,
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"body_len", len(body))
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
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}
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func (s *Service) sendCurrentSocketEquipmentSlotUpdate(session *gameSession, slot int16, source string) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Equipment == nil {
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return nil
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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equipment, found, err := repositories.Equipment.Load(ctx, characterID)
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if err != nil {
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return err
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}
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var entry currentItemListEntry
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entry.patchCore(slot, 0, 0)
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if found {
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for _, equipped := range equipment.Entries {
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if equipped.SlotIndex == slot {
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if row, ok := currentItemListEntryFromEquipment(equipped); ok {
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entry = row
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}
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break
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}
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}
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}
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body := buildCurrentItemUpdateBody(currentSocketListEquipment, []currentItemListEntry{entry})
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s.logGameEvent(session, "game-current-socket-equipment-slot-refresh",
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"source", source,
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"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
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"list_type", currentSocketListEquipment,
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"slot", slot,
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"body_len", len(body))
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
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}
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