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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"encoding/binary"
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"encoding/hex"
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"os"
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"strconv"
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"strings"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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)
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// Personal teleport (个人传送, C2S op470) shares the teleport countdown table with
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// the party teleport, but it does NOT share the party teleport's timer entry.
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//
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// The client keeps every teleport countdown in one table: four 0x1C-byte entries
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// at [0x52B5BB0]+0x679C, reached through Cooldown::Start (VA 0x024A08E0):
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//
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// sub eax, 4 / jge return ; index >= 4 is dropped
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// lea edx, [eax*8]; sub edx, eax ; stride 7 dwords = 0x1C
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// lea esi, [ecx + edx*4 + 0x679C] ; &table[index]
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// imul eax, [ebp+0xC], 0x3E8 ; seconds -> milliseconds
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//
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// Exactly four call sites arm that table, and only one of them can arm an entry
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// the client did not choose for itself:
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//
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// 0x01D55B08 the S2C 378 reader -> StartTimer(packet index, packet seconds)
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// 0x01D867B1 the S2C 377 reader -> StartTimer(0, user[+0x1198])
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// 0x011D9B71 the op470 side -> StartTimer(user[+0x1194], user[+0x1198])
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// 0x01D0DD94 (index 0 reset) -> StartTimer(0, stack value)
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//
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// The two self-arm sites take the countdown LENGTH from the local user object
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// (user[+0x1198], populated from character data +0x104C). That value is zero in
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// live play: the 2026-09-12 party-teleport capture (tools/partydlg_trace, which
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// hooks Cooldown::Start itself) recorded 40 calls of `index=0 seconds=0` and no
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// arm with a real length. That is exactly why the party chain had to publish its
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// 600 s through S2C 378, and it is why the personal teleport currently has no
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// cooldown at all: nothing ever arms its entry with a non-zero length.
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const (
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// currentSoloTeleportCooldownOpcode is S2C 378, the same packet the party
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// chain publishes. Contract: `u8 count`, then per entry `u8 index` +
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// `u32 seconds`. The reader (VA 0x01D55AA0, registered at 0x01D7F108 with
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// `push 0x1D55AA0; push 0x17A`) applies StartTimer for index 0 and for
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// index 2/3 only - index 1 fails its `lea ecx,[eax-2]; cmp cl,1; ja skip`
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// guard and is silently dropped.
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currentSoloTeleportCooldownOpcode = currentPartyTeleportCooldownOpcode
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// currentSoloTeleportCooldownSeconds is the retail personal-teleport lock:
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// five minutes, the value the town-menu entry counts down and the op470
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// request gate refuses on.
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currentSoloTeleportCooldownSeconds uint32 = 300
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// currentSoloTeleportFailureOpcode is S2C 470 - the opcode's own failure
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// callback, not an invented error code. The reader registered for op470 in
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// the game dispatcher (VA 0x01D39A20, registered at 0x01D515F3 with
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// `push 0x1D39A20; push 0x1D6`) reads no body at all and unconditionally
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// shows its generic "请稍候再试" dialog (string 0x570A = 22282). The
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// successful path deliberately never sends op470 - it advances the scene
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// through the shared op24 owner - so this packet is free to serve as the
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// server-side refusal.
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currentSoloTeleportFailureOpcode uint16 = uint16(dnfenum.CmdPacketSoloTelepoart)
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)
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// currentSoloTeleportCooldownDefaultIndices are the S2C 378 entries the personal
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// teleport owns.
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//
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// The client itself decides which index the personal teleport uses: the op470
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// request gate (VA 0x011D98C4) and the town-menu entry (VA 0x01F84BCF,
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// 0x01F84C59) all call the same accessor (VA 0x024A4EF0), which reads the index
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// out of the local user object:
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//
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// mov eax, [esi]; mov edx, [eax+0xB28]; push 9; call edx ; local user
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// mov eax, [eax+0x1194] ; timer index
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// cmp eax, 4 / jl ok / or eax, -1 ; >= 4 -> "always cooling"
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// lea ecx, [eax*8]; sub ecx, eax; lea ecx, [esi+ecx*4+0x679C]
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// jmp 0x03508360 ; remaining milliseconds
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//
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// That field is copied from character data (+0x1048) at VA 0x0230D640. Its two
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// possible personal values are what the town-menu entry turns into a label
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// (VA 0x01F84C06):
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//
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// test esi, esi / je -> push 0x33BF (=13247 "组队传送") ; index 0
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// add esi, -2 / cmp esi, 1 / ja skip
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// push 0x33C2 (=13250 "个人传送") ; index 2 or 3
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//
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// so index 0 belongs to 组队传送 and 2/3 to 个人传送, and the same {0,2,3} set is
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// what the S2C 378 reader accepts. The client treats 2 and 3 as one feature -
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// one label, one tooltip (string 0x33BE), one shared cooldown query - so the
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// server arms both and never touches index 0, which stays reserved for the party
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// chain's 600 s.
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var currentSoloTeleportCooldownDefaultIndices = []byte{2, 3}
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// currentSoloTeleportCooldownIndicesEnv optionally overrides which S2C 378
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// entries are armed, so an operator can pin the exact entry a client uses
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// (Cooldown::Start logs `index=` for every arm, see tools/partydlg_trace) without
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// a rebuild. `off` (or an empty list) disables the publish and the gate.
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const currentSoloTeleportCooldownIndicesEnv = "DNF90_SOLO_TELEPORT_COOLDOWN_INDICES"
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// currentSoloTeleportCooldownIndices resolves the entries to arm. Only the three
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// indices the client's own reader accepts (0, 2, 3) are honoured; index 1 is
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// dropped because the client drops it.
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func currentSoloTeleportCooldownIndices() []byte {
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raw := strings.TrimSpace(os.Getenv(currentSoloTeleportCooldownIndicesEnv))
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if raw == "" {
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return currentSoloTeleportCooldownDefaultIndices
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}
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if strings.EqualFold(raw, "off") || strings.EqualFold(raw, "none") {
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return nil
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}
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indices := make([]byte, 0, 4)
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seen := make(map[byte]struct{}, 4)
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for _, field := range strings.Split(raw, ",") {
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field = strings.TrimSpace(field)
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if field == "" {
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continue
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}
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value, err := strconv.ParseUint(field, 0, 16)
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if err != nil || !currentSoloTeleportCooldownIndexAccepted(byte(value)) {
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continue
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}
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index := byte(value)
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if _, duplicate := seen[index]; duplicate {
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continue
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}
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seen[index] = struct{}{}
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indices = append(indices, index)
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}
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return indices
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}
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// currentSoloTeleportCooldownIndexAccepted reports whether the client's S2C 378
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// reader would actually apply an entry for this index: 0 and 2/3 pass its
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// `test al,al / je apply` and `lea ecx,[eax-2]; cmp cl,1; ja skip` guards, while
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// index 1 and anything above 3 is dropped.
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func currentSoloTeleportCooldownIndexAccepted(index byte) bool {
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return index == 0 || index == 2 || index == 3
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}
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// buildCurrentSoloTeleportCooldownBody lays out one S2C 378 body: `u8 count`
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// followed by `count` entries of `u8 index` + `u32 seconds`.
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func buildCurrentSoloTeleportCooldownBody(indices []byte, seconds uint32) []byte {
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body := make([]byte, 0, 1+len(indices)*5)
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body = append(body, byte(len(indices)))
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var encoded [4]byte
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binary.LittleEndian.PutUint32(encoded[:], seconds)
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for _, index := range indices {
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body = append(body, index)
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body = append(body, encoded[:]...)
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}
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return body
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}
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// currentSoloTeleportClock returns the clock the cooldown is measured against.
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func (s *Service) currentSoloTeleportClock() time.Time {
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if s != nil && s.soloTeleportClock != nil {
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return s.soloTeleportClock()
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}
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return time.Now()
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}
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// currentSoloTeleportCooldownRemaining reports how much of the character's
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// personal-teleport cooldown is left. The lock is per CHARACTER, never per
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// account: the client's countdown lives on the logged-in user object, so two
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// characters on one account each keep their own.
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func (s *Service) currentSoloTeleportCooldownRemaining(characterID uint16) (time.Duration, bool) {
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if s == nil || characterID == 0 {
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return 0, false
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}
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now := s.currentSoloTeleportClock()
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s.soloTeleportCooldownMu.Lock()
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defer s.soloTeleportCooldownMu.Unlock()
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until, tracked := s.soloTeleportCooldownUntil[characterID]
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if !tracked {
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return 0, false
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}
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if !until.After(now) {
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// Expired entries are dropped so the map cannot grow without bound.
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delete(s.soloTeleportCooldownUntil, characterID)
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return 0, false
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}
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return until.Sub(now), true
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}
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// armCurrentSoloTeleportCooldown starts (or restarts) the character's
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// personal-teleport cooldown.
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func (s *Service) armCurrentSoloTeleportCooldown(characterID uint16) time.Time {
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if s == nil || characterID == 0 {
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return time.Time{}
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}
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until := s.currentSoloTeleportClock().Add(
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time.Duration(currentSoloTeleportCooldownSeconds) * time.Second)
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s.soloTeleportCooldownMu.Lock()
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defer s.soloTeleportCooldownMu.Unlock()
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if s.soloTeleportCooldownUntil == nil {
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s.soloTeleportCooldownUntil = make(map[uint16]time.Time, 2)
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}
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s.soloTeleportCooldownUntil[characterID] = until
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return until
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}
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// clearCurrentSoloTeleportCooldown releases the character's cooldown. It exists
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// for regression tests and for the explicit "the character left" lifecycle; the
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// cooldown itself survives scene transitions.
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func (s *Service) clearCurrentSoloTeleportCooldown(characterID uint16) {
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if s == nil || characterID == 0 {
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return
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}
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s.soloTeleportCooldownMu.Lock()
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defer s.soloTeleportCooldownMu.Unlock()
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delete(s.soloTeleportCooldownUntil, characterID)
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}
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// publishCurrentSoloTeleportCooldown arms the client's own personal-teleport
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// countdown. Without it the town-menu entry never counts down and the op470
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// request gate never refuses, because both read the same timer entry and nothing
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// else in the client can arm it (see the call-site list above).
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func (s *Service) publishCurrentSoloTeleportCooldown(
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session *gameSession,
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characterID uint16,
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source string,
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) {
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indices := currentSoloTeleportCooldownIndices()
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if len(indices) == 0 {
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s.logGameEvent(session, "game-town-solo-teleport-cooldown-disabled",
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"char_id", characterID,
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"source", source)
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return
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}
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body := buildCurrentSoloTeleportCooldownBody(indices, currentSoloTeleportCooldownSeconds)
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if err := s.sendGameUpperRawClassCodec(
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session, currentSoloTeleportCooldownOpcode, body, 0, true); err != nil {
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s.logGameEvent(session, "game-town-solo-teleport-cooldown-send-failed",
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"char_id", characterID,
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"error", err,
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"source", source)
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return
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}
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s.logGameEvent(session, "game-town-solo-teleport-cooldown-published",
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"char_id", characterID,
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"msg_id", currentSoloTeleportCooldownOpcode,
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"body_hex", hex.EncodeToString(body),
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"indices", currentSoloTeleportCooldownIndexLog(indices),
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"seconds", currentSoloTeleportCooldownSeconds,
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"source", source)
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}
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// refuseCurrentSoloTeleportDuringCooldown answers a request that arrived inside
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// the cooldown window.
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//
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// The client normally never sends this request: its own gate (VA 0x011D98C4,
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// `call 0x024A4EF0` then `push 0x8D3E`) refuses locally and shows string
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// 0x8D3E = 36158 "个人传送功能正在冷却中" before op470 is written. A request can
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// still arrive from a client that ignored that gate, so the server refuses it
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// through the opcode's own failure callback instead of moving the character.
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func (s *Service) refuseCurrentSoloTeleportDuringCooldown(
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session *gameSession,
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request currentSoloTeleportRequest,
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remaining time.Duration,
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) {
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body := []byte{0}
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if err := s.sendGameUpperRawClassCodec(
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session, currentSoloTeleportFailureOpcode, body, 0, true); err != nil {
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s.logGameEvent(session, "game-town-solo-teleport-cooldown-refusal-send-failed",
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"char_id", session.selectedCharacterID,
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"error", err)
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return
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}
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s.logGameEvent(session, "game-town-solo-teleport-cooldown-blocked",
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"char_id", session.selectedCharacterID,
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"town_id", request.TownID,
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"area_id", request.AreaID,
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"remaining_ms", remaining.Milliseconds(),
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"msg_id", currentSoloTeleportFailureOpcode,
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"body_hex", hex.EncodeToString(body),
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"source", "current_exe_op470_request_inside_server_cooldown")
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}
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// armCurrentSoloTeleportCooldownAfterMove arms the cooldown only when the shared
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// op36 owner actually landed the destination.
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//
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// The shared owner reports every refusal as a nil error (it logs a
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// `game-town-set-user-area-blocked` reason instead), so success is read back from
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// the durable location: a refused or redirected destination must not punish the
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// player with a five-minute lock.
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func (s *Service) armCurrentSoloTeleportCooldownAfterMove(
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session *gameSession,
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request currentSoloTeleportRequest,
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) {
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if session == nil || session.selectedCharacterID == 0 {
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return
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Character == nil {
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return
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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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character, found, err := repositories.Character.Load(
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ctx, strconv.FormatUint(uint64(session.selectedCharacterID), 10))
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if err != nil || !found || character.Stats == nil {
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s.logGameEvent(session, "game-town-solo-teleport-cooldown-not-armed",
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"char_id", session.selectedCharacterID,
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"reason", "selected_character_location_unavailable",
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"error", err)
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return
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}
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if character.Stats["town_id"] != int64(request.TownID) ||
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character.Stats["area_id"] != int64(request.AreaID) {
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s.logGameEvent(session, "game-town-solo-teleport-cooldown-not-armed",
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"char_id", session.selectedCharacterID,
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"reason", "destination_not_committed",
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"requested_town_id", request.TownID,
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"requested_area_id", request.AreaID,
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"stored_town_id", character.Stats["town_id"],
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"stored_area_id", character.Stats["area_id"])
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return
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}
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until := s.armCurrentSoloTeleportCooldown(session.selectedCharacterID)
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s.publishCurrentSoloTeleportCooldown(
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session, session.selectedCharacterID, "current_exe_op470_move_committed")
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s.logGameEvent(session, "game-town-solo-teleport-cooldown-armed",
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"char_id", session.selectedCharacterID,
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"town_id", request.TownID,
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"area_id", request.AreaID,
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"until_unix_ms", until.UnixMilli(),
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"seconds", currentSoloTeleportCooldownSeconds)
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}
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// currentSoloTeleportCooldownIndexLog renders the armed entries for one log line.
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func currentSoloTeleportCooldownIndexLog(indices []byte) string {
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if len(indices) == 0 {
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return "[]"
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}
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parts := make([]string, 0, len(indices))
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for _, index := range indices {
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parts = append(parts, strconv.Itoa(int(index)))
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}
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return "[" + strings.Join(parts, " ") + "]"
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}
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Reference in new issue
Block a user