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:
commit
645b64fe21
4388 files changed
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@@ -0,0 +1,397 @@
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package dnfbridge
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import (
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"context"
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cryptorand "crypto/rand"
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"encoding/binary"
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"encoding/hex"
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"errors"
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"fmt"
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"math"
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"strconv"
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"strings"
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"sync"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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dnfvending "longheng.io/server/internal/modules/dnf/vending"
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)
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type currentVendingMachinePending struct {
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CharacterID uint16
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Request currentVendingMachineRequest
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CompletionKey string
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MaterialID uint32
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MaterialCount uint32
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Output currentVendingMachineOutput
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}
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type currentVendingMachineSessionState struct {
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mu sync.Mutex
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pending *currentVendingMachinePending
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}
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type currentVendingMachineCharacterLockKey struct {
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service *Service
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characterID uint16
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}
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type currentVendingMachineCharacterLock struct {
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mu sync.Mutex
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refs int
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}
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var currentVendingMachineCharacterLocks = struct {
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sync.Mutex
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entries map[currentVendingMachineCharacterLockKey]*currentVendingMachineCharacterLock
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}{entries: make(map[currentVendingMachineCharacterLockKey]*currentVendingMachineCharacterLock)}
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// lockCurrentVendingMachineCharacter serializes the full current op215
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// lifecycle across an old and replacement game session for the same character.
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// Repository transactions serialize individual writes, but without this outer
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// boundary another use can replace the single durable completion receipt in the
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// gap between an indeterminate commit result and its receipt-confirming retry.
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func lockCurrentVendingMachineCharacter(service *Service, characterID uint16) func() {
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key := currentVendingMachineCharacterLockKey{service: service, characterID: characterID}
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currentVendingMachineCharacterLocks.Lock()
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entry := currentVendingMachineCharacterLocks.entries[key]
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if entry == nil {
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entry = ¤tVendingMachineCharacterLock{}
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currentVendingMachineCharacterLocks.entries[key] = entry
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}
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entry.refs++
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currentVendingMachineCharacterLocks.Unlock()
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entry.mu.Lock()
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return func() {
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entry.mu.Unlock()
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currentVendingMachineCharacterLocks.Lock()
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entry.refs--
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if entry.refs == 0 {
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delete(currentVendingMachineCharacterLocks.entries, key)
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}
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currentVendingMachineCharacterLocks.Unlock()
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}
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}
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func vendingMachineGameplayModule() gameplayModuleDefinition {
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opcode := uint16(dnfenum.CmdPacketUseVendingMachine)
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handler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentVendingMachine(session, request.Body)
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}
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return gameplayModuleDefinition{
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Name: "vending-machine",
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LegacyHandlers: map[uint16]gameplayHandler{
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opcode: handler,
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},
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UpperHandlers: map[uint16]gameplayHandler{
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opcode: func(service *Service, session *gameSession, request gameplayRequest) error {
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if !requireDefaultGameplayClassification(
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service,
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session,
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request,
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"game-vending-machine-blocked",
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"current_exe_op215_command_class_mismatch",
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) {
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return nil
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}
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return handler(service, session, request)
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},
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},
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}
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}
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func (s *Service) handleCurrentVendingMachine(session *gameSession, body []byte) error {
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opcode := uint16(dnfenum.CmdPacketUseVendingMachine)
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request, err := parseCurrentVendingMachineRequest(body)
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if err != nil || session == nil || session.selectedCharacterID == 0 {
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s.logGameEvent(session, "game-vending-machine-rejected", "body_len", len(body), "reason", err)
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return s.sendGameUpperRawClass(
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session,
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opcode,
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buildCurrentVendingMachineFailureBody(currentVendingMachineError),
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dnfproto.DefaultChannelClassification,
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)
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}
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characterID := session.selectedCharacterID
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// The session lock freezes one socket's random result and completion key.
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// The character lock extends the same boundary across an old/replacement
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// reconnect socket through prepare, both commit attempts, row projection and
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// the native ACK.
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session.vendingMachine.mu.Lock()
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defer session.vendingMachine.mu.Unlock()
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unlockCharacter := lockCurrentVendingMachineCharacter(s, characterID)
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defer unlockCharacter()
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if session.selectedCharacterID != characterID {
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return s.sendGameUpperRawClass(
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session,
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opcode,
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buildCurrentVendingMachineFailureBody(currentVendingMachineError),
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dnfproto.DefaultChannelClassification,
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)
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}
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pending := session.vendingMachine.pending
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if pending == nil || pending.CharacterID != characterID || pending.Request != request {
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pending, err = s.prepareCurrentVendingMachinePending(characterID, request)
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if err != nil {
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s.logGameEvent(session, "game-vending-machine-rejected",
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"machine_id", request.MachineID,
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"draw_count", request.DrawCount,
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"material_slot", request.MaterialSlot,
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"reason", err)
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return s.sendGameUpperRawClass(
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session,
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opcode,
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buildCurrentVendingMachineFailureBody(currentVendingMachineError),
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dnfproto.DefaultChannelClassification,
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)
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}
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session.vendingMachine.pending = pending
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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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result, err := s.commitCurrentVendingMachine(ctx, session, *pending)
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if err != nil {
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// A repository can report an error after its commit outcome became
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// unknowable. The stable receipt makes this single immediate replay safe;
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// deterministic failures simply fail the same validation twice.
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firstResult := result
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result, err = s.commitCurrentVendingMachine(ctx, session, *pending)
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if err == nil && result.Replayed && currentVendingMachineSameCommittedResult(firstResult, result) &&
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len(firstResult.RewardSnapshots) == len(result.RewardSnapshots) {
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// A receipt-confirmed replay proves the first transaction committed.
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// Preserve its transaction-time rows even if another inventory owner
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// changed the same stack before the backend reported its outcome.
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result.RewardSnapshots = firstResult.RewardSnapshots
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}
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}
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if err != nil {
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s.logGameEvent(session, "game-vending-machine-rejected",
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"machine_id", request.MachineID,
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"draw_count", request.DrawCount,
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"material_slot", request.MaterialSlot,
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"material_item", pending.MaterialID,
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"reward_item", pending.Output.ItemID,
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"reward_count", pending.Output.Count,
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"reason", err)
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return s.sendGameUpperRawClass(
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session,
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opcode,
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buildCurrentVendingMachineFailureBody(currentVendingMachineError),
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dnfproto.DefaultChannelClassification,
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)
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}
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rewardRows, err := currentVendingMachineRewardRows(result.RewardSnapshots)
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if err != nil {
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return err
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}
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successBody, err := buildCurrentVendingMachineSuccessBody(currentVendingMachineSuccess{
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MaterialSlot: result.MaterialSlot,
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MaterialRemaining: result.MaterialRemaining,
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RewardItemID: result.RewardItemID,
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RewardCount: result.RewardCount,
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RewardRows: rewardRows,
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})
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if err != nil {
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return err
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}
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if err := s.sendGameUpperRawClass(session, opcode, successBody, dnfproto.DefaultChannelClassification); err != nil {
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return err
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}
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session.vendingMachine.pending = nil
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s.logGameEvent(session, "game-vending-machine-committed",
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"machine_id", request.MachineID,
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"draw_count", request.DrawCount,
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"material_slot", result.MaterialSlot,
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"material_item", result.MaterialItemID,
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"material_remaining", result.MaterialRemaining,
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"reward_item", result.RewardItemID,
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"reward_count", result.RewardCount,
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"reward_slots", fmt.Sprint(result.TouchedSlots),
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"jackpot_flag", pending.Output.JackpotFlag,
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"receipt_replayed", result.Replayed)
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return nil
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}
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func (s *Service) prepareCurrentVendingMachinePending(
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characterID uint16,
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request currentVendingMachineRequest,
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) (*currentVendingMachinePending, error) {
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if characterID == 0 {
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return nil, dnfvending.ErrCharacterRequired
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}
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catalog, err := s.currentVendingMachinePVFCatalog()
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if err != nil {
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return nil, err
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}
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group, err := catalog.Resolve(request.MachineID, currentVendingMachineGroupID)
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if err != nil {
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return nil, err
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}
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output, err := s.rollCurrentVendingMachineOutput(group)
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if err != nil {
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return nil, err
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}
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key, err := s.newCurrentVendingMachineCompletionKey()
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if err != nil {
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return nil, err
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}
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return ¤tVendingMachinePending{
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CharacterID: characterID,
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Request: request,
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CompletionKey: key,
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MaterialID: group.MaterialItemID,
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MaterialCount: group.MaterialCount,
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Output: output,
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}, nil
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}
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func (s *Service) newCurrentVendingMachineCompletionKey() (string, error) {
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if s != nil && s.vendingMachineCompletionKey != nil {
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return s.vendingMachineCompletionKey()
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}
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var nonce [16]byte
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if _, err := cryptorand.Read(nonce[:]); err != nil {
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return "", err
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}
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return "vending-machine:" + hex.EncodeToString(nonce[:]), nil
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}
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func (s *Service) commitCurrentVendingMachine(
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ctx context.Context,
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session *gameSession,
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pending currentVendingMachinePending,
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) (dnfvending.Result, error) {
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if s == nil || session == nil || session.selectedCharacterID == 0 ||
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pending.CharacterID == 0 || pending.CharacterID != session.selectedCharacterID ||
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pending.CompletionKey == "" || pending.MaterialID == 0 || pending.MaterialCount == 0 ||
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pending.Output.ItemID == 0 || pending.Output.Count == 0 {
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return dnfvending.Result{}, dnfvending.ErrCommandInvalid
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}
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repositories, ok := s.repositoryGroup()
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if !ok {
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return dnfvending.Result{}, dnfvending.ErrOwnerUnavailable
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}
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owner, err := dnfvending.NewOwner(repositories)
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if err != nil {
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return dnfvending.Result{}, err
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}
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itemCatalog, err := s.currentPVFItemCatalog()
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if err != nil {
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return dnfvending.Result{}, err
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}
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definition, err := itemCatalog.ResolveItem(pending.Output.ItemID)
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if err != nil {
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return dnfvending.Result{}, err
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}
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now := time.Now().UTC()
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definition, err = currentPVFItemDefinitionForGrantAt(definition, now)
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if err != nil {
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return dnfvending.Result{}, err
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}
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accountID := strings.TrimSpace(s.accountIDForSession(session))
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characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
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return owner.Use(ctx, dnfvending.Command{
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AccountID: accountID,
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CharacterID: characterID,
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CompletionKey: pending.CompletionKey,
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MaterialSlot: pending.Request.MaterialSlot,
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MaterialItemID: pending.MaterialID,
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MaterialCount: pending.MaterialCount,
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RewardItemID: pending.Output.ItemID,
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RewardCount: pending.Output.Count,
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UpdatedAt: now,
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Project: func(candidate *dnfrepo.InventoryRecord, rewardItemID, rewardCount uint32) ([]int16, error) {
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if candidate == nil || rewardItemID != definition.ItemID || rewardCount != pending.Output.Count {
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return nil, dnfvending.ErrProjectionInvalid
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}
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slots, grantErr := grantCurrentVendingShopProduct(candidate, definition, rewardCount, s.currentInventoryPlacementMainSlotCount(ctx, candidate, ""))
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if grantErr != nil {
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if errors.Is(grantErr, errDungeonPickupInventoryFull) {
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return nil, errors.Join(dnfvending.ErrInventoryFull, grantErr)
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}
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return nil, grantErr
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}
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touched := make([]int16, 0, len(slots))
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for _, slot := range slots {
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if slot > math.MaxInt16 {
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return nil, dnfvending.ErrProjectionInvalid
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}
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signedSlot := int16(slot)
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key := currentCeraShopInventorySlotKey(dnfrepo.MainInventoryListType, signedSlot)
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stack, found := candidate.Slots[key]
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if !found || stack.ItemID != int64(rewardItemID) || stack.Count <= 0 {
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return nil, dnfvending.ErrProjectionInvalid
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}
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if stack.Extra == nil {
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stack.Extra = make(map[string]string, 4)
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}
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stack.Extra["source"] = "vending_machine"
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stack.Extra["last_grant_source"] = "vending_machine"
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stack.Extra["vending_machine_id"] = strconv.FormatUint(uint64(pending.Request.MachineID), 10)
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entry := currentItemListEntryFromStack(dnfrepo.MainInventoryListType, signedSlot, stack)
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stack.RawEntry = append([]byte(nil), entry.data[:]...)
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candidate.Slots[key] = stack
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touched = append(touched, signedSlot)
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}
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return touched, nil
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},
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})
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}
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func currentVendingMachineRewardRows(
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snapshots []dnfvending.RewardSnapshot,
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) ([]currentVendingMachineRewardRow, error) {
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if len(snapshots) == 0 || len(snapshots) > math.MaxUint16 {
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return nil, dnfvending.ErrProjectionInvalid
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}
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rows := make([]currentVendingMachineRewardRow, 0, len(snapshots))
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seen := make(map[int16]struct{}, len(snapshots))
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for _, snapshot := range snapshots {
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if snapshot.Slot < 0 ||
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dnfrepo.IsAccountSharedInventorySlot(dnfrepo.MainInventoryListType, snapshot.Slot) ||
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snapshot.Stack.ItemID <= 0 || snapshot.Stack.Count <= 0 ||
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len(snapshot.Stack.RawEntry) != currentItemListEntryWireSize {
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return nil, dnfvending.ErrProjectionInvalid
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}
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if _, duplicate := seen[snapshot.Slot]; duplicate {
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return nil, dnfvending.ErrProjectionInvalid
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}
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seen[snapshot.Slot] = struct{}{}
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entry := currentItemListEntryFromRaw(snapshot.Stack.RawEntry, nil)
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if binary.LittleEndian.Uint16(entry.data[0:2]) != uint16(snapshot.Slot) ||
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binary.LittleEndian.Uint32(entry.data[2:6]) != uint32(snapshot.Stack.ItemID) ||
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binary.LittleEndian.Uint32(entry.data[6:10]) == 0 {
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return nil, dnfvending.ErrProjectionInvalid
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}
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rows = append(rows, currentVendingMachineRewardRow{
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ListType: dnfrepo.MainInventoryListType,
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Entry: entry,
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})
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}
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return rows, nil
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}
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func currentVendingMachineSameCommittedResult(left, right dnfvending.Result) bool {
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if left.MaterialSlot != right.MaterialSlot ||
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left.MaterialItemID != right.MaterialItemID ||
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left.MaterialCount != right.MaterialCount ||
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left.MaterialRemaining != right.MaterialRemaining ||
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left.MaterialRemoved != right.MaterialRemoved ||
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left.RewardItemID != right.RewardItemID ||
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left.RewardCount != right.RewardCount ||
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len(left.TouchedSlots) != len(right.TouchedSlots) {
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return false
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}
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for index := range left.TouchedSlots {
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if left.TouchedSlots[index] != right.TouchedSlots[index] {
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return false
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}
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}
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return true
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}
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Reference in new issue
Block a user