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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"sort"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// currentUserInfoSkillPageEntry is one {u16 skill id, u8 level} row of the
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// mode1/mode3 skill groups.
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type currentUserInfoSkillPageEntry struct {
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SkillID uint16
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Level byte
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}
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// currentUserInfoSkillPages is the tail block sub_2003420 reads right after
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// the equipped-creature {item id, serial} pair: a u8 selected tree (0xff keeps
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// the client's current selection), then for tree 0 and tree 1 a u8 count
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// followed by {u16 skill, u8 level} rows.
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//
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// The current EXE applies these rows only to actors other than the controlled
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// one (0x0200342B `cmp [controlledActor], esi`): per row it selects the tree
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// (sub_249FF80), resolves the skill object (vtbl+0xBB0), sets its rank through
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// sub_2666AE0 and stores the level (vtbl+0xB60); afterwards a non-0xff selected
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// byte switches the actor's active tree. For the controlled actor the same
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// bytes are consumed by sub_2002F10 with a null target and discarded, so the
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// owner-produced row can be replayed to peers byte for byte.
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//
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// These two groups are the only channel through which a client learns a
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// *party member's* skill levels: op19 (sub_1D6E240) binds exclusively to the
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// controlled actor and the reliable-UDP handshake carries no skill table.
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// Publishing empty groups - what every peer received until 2026-09-07 - left
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// every remote actor with a zero skill table. A party buff such as 武器祝福 is
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// simulated locally by each client from the caster's skill state (the P2P
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// k02s19 cast message carries skill 7 and the caster's level 22, decoded live),
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// so on every teammate it resolved to level 0 while the caster saw its own
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// level. The S4A12 reference server writes the same layout after
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// SkillTreeIndex in its subtype-1 body (UserInfoSubtype1Builder.WriteSkillPage).
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type currentUserInfoSkillPages struct {
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Selected byte
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Pages [currentSkillInfoTreeCount][]currentUserInfoSkillPageEntry
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}
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func emptyCurrentUserInfoSkillPages() currentUserInfoSkillPages {
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return currentUserInfoSkillPages{Selected: 0xff}
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}
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func (r *csharpLegacyUserInfoReader) currentUserInfoSkillPages(character dnfrepo.CharacterRecord) currentUserInfoSkillPages {
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pages := emptyCurrentUserInfoSkillPages()
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if r == nil || r.service == nil || character.CharacterID == "" {
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return pages
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}
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repos, ok := r.service.projectionRepositories(r.ctx)
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if !ok || repos.Skill == nil {
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return pages
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}
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job, ok := characterJobByte(character)
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if !ok {
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return pages
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}
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ctx := r.ctx
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if ctx == nil {
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ctx = context.Background()
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}
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record, _, err := r.service.loadOrBackfillCurrentSceneSkillRecord(ctx, repos, character, job)
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if err != nil {
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r.service.logGameEvent(r.session, "game-upper-userinfo-mode1-skill-pages-deferred",
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"character_id", character.CharacterID,
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"error", err)
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return pages
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}
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pages = currentUserInfoSkillPagesFromRecord(character, record)
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// The durable skill record carries only the learned level. The BUFF
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// enhancement (换装) registration adds equipment level bonuses to its
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// registered buff skill on the caster's own client; fold that bonus into
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// the wire skill page so peers, which simulate the caster's buff from this
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// table, see the same level instead of the unregistered baseline.
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if r.session != nil {
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buffSkillID, bonus, bonusErr := r.service.skillSwitchRegisteredBuffLevelBonus(ctx, r.session, character)
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if bonusErr == nil && buffSkillID != 0 && bonus != 0 {
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for tree := 0; tree < currentSkillInfoTreeCount; tree++ {
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for index := range pages.Pages[tree] {
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if pages.Pages[tree][index].SkillID != buffSkillID {
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continue
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}
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level := int(pages.Pages[tree][index].Level) + bonus
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if level < 0 {
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level = 0
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}
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if level > 0xff {
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level = 0xff
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}
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pages.Pages[tree][index].Level = byte(level)
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}
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}
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}
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}
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return pages
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}
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// currentUserInfoSkillPagesFromRecord projects the durable skill record into
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// the wire groups: every learned skill (level > 0) of each tree in ascending
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// skill-id order, level clamped to the u8 the reader stores, and the
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// character's active tree as the selected byte.
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func currentUserInfoSkillPagesFromRecord(character dnfrepo.CharacterRecord, record dnfrepo.SkillRecord) currentUserInfoSkillPages {
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pages := emptyCurrentUserInfoSkillPages()
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for tree := 0; tree < currentSkillInfoTreeCount; tree++ {
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state, ok := dnfrepo.SkillTree(record, tree)
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if !ok {
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if tree != currentSkillInfoTreeIndex {
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continue
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}
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state = dnfrepo.SkillTreeState{Skills: record.Skills}
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}
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ids := make([]int64, 0, len(state.Skills))
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for id, skill := range state.Skills {
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if id <= 0 || id > 0xffff || skill.Level <= 0 {
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continue
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}
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ids = append(ids, id)
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}
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sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
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if len(ids) > 0xff {
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ids = ids[:0xff]
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}
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rows := make([]currentUserInfoSkillPageEntry, 0, len(ids))
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for _, id := range ids {
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level := state.Skills[id].Level
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if level > 0xff {
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level = 0xff
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}
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rows = append(rows, currentUserInfoSkillPageEntry{SkillID: uint16(id), Level: byte(level)})
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}
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pages.Pages[tree] = rows
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}
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if active, err := currentSceneActiveSkillTree(character); err == nil && int(active) < currentSkillInfoTreeCount {
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pages.Selected = active
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}
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return pages
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}
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func writeCurrentUserInfoSkillPages(w *packetWriter, pages currentUserInfoSkillPages) {
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w.writeByte(pages.Selected)
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for _, rows := range pages.Pages {
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w.writeByte(byte(len(rows)))
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for _, row := range rows {
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w.writeUint16(row.SkillID)
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w.writeByte(row.Level)
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}
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}
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}
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