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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@@ -0,0 +1,94 @@
package dnfbridge
import (
"bytes"
"testing"
)
// 2026-09-14 22:37 活体(conn game-000147,channel 191,决斗场房间):
//
// 14:37:07 mode=3 → 只发给说话者自己(scope=private_scene)
// 14:37:14 mode=5 → game-town-chat-rejected reason=unsupported_chat_mode
//
// 聊天窗对这两种情况都表现为"打不出去"。房间是私有地图,永远不进城镇 presence 注册表,
// 所以区域频道也解析不到任何听众;而决斗场频道用的 mode 5 当时根本没被路由。
func TestArenaRoomChatReachesEverySeat(t *testing.T) {
service := pvpRoomTestService(t)
ownerConn := &bufferConn{}
peerConn := &bufferConn{}
owner := &gameSession{
conn: ownerConn, connID: "arena-chat-owner",
selectedCharacterID: 29, channel: service.catalog.Channels()[1],
}
peer := &gameSession{
conn: peerConn, connID: "arena-chat-peer",
selectedCharacterID: 30, channel: service.catalog.Channels()[1],
}
service.bindGameSessionCharacter(owner, 29)
service.bindGameSessionCharacter(peer, 30)
seedPVPRoomTestSession(service, owner)
room := service.pvpRooms[1]
room.members[1] = &currentPVPMember{session: peer, characterID: 30}
room.seatState[1] = 1
for _, test := range []struct {
name string
mode byte
}{
{name: "arena channel", mode: currentTownChatArenaMode},
{name: "area channel inside the room", mode: currentTownChatAreaMode},
} {
t.Run(test.name, func(t *testing.T) {
ownerConn.write.Reset()
peerConn.write.Reset()
body := buildCurrentTownChatRequestForTest(test.mode, []byte("决斗场房间说话"))
if err := service.handleCurrentTownChat(owner, body); err != nil {
t.Fatal(err)
}
for _, seat := range []struct {
label string
conn *bufferConn
}{
{label: "speaker", conn: ownerConn},
{label: "other seat", conn: peerConn},
} {
packets := seat.conn.write.Bytes()
if len(packets) == 0 {
t.Fatalf("%s 没有收到任何聊天包(mode=%d)", seat.label, test.mode)
}
packet, rest := splitGameServerUpperPacket(t, packets)
if packet.Header.MsgID != currentTownChatNotificationMsgID || packet.Header.Classification != 0 ||
len(rest) != 0 {
t.Fatalf("%s 收到的不是聊天通知: header=%+v rest=%x", seat.label, packet.Header, rest)
}
if !bytes.Contains(packet.Body, []byte("决斗场房间说话")) {
t.Fatalf("%s 的聊天内容不正确: %x", seat.label, packet.Body)
}
}
})
}
}
// 未入座时应保持历史行为:只有说话者自己,而不是回答失败码(聊天窗会把它渲染成沉默)。
func TestArenaChannelChatWithoutASeatKeepsTheSpeakerOnly(t *testing.T) {
service := pvpRoomTestService(t)
conn := &bufferConn{}
session := &gameSession{
conn: conn, connID: "arena-chat-unseated",
selectedCharacterID: 31, channel: service.catalog.Channels()[1],
}
service.bindGameSessionCharacter(session, 31)
if err := service.handleCurrentTownChat(session, buildCurrentTownChatRequestForTest(
currentTownChatArenaMode, []byte("没有房间"))); err != nil {
t.Fatal(err)
}
packets := conn.write.Bytes()
if len(packets) == 0 {
t.Fatal("未入座的说话者连自己的聊天包都没收到")
}
packet, rest := splitGameServerUpperPacket(t, packets)
if packet.Header.MsgID != currentTownChatNotificationMsgID || len(rest) != 0 {
t.Fatalf("未入座的说话者收到的不是聊天通知: header=%+v rest=%x", packet.Header, rest)
}
}