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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"strconv"
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"testing"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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"longheng.io/server/internal/modules/dnf/premium"
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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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)
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// 修炼场 is a free practice room: leaving it must never weaken, however the
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// exit happens. Every other forced exit still does.
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func TestPracticeRoomExitDoesNotWeaken(t *testing.T) {
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for _, testCase := range []struct {
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name string
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practice bool
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wantLevel int64
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}{
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{name: "ordinary dungeon give-up weakens", practice: false, wantLevel: currentWeaknessForcedReturnLevel},
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{name: "practice room give-up does not", practice: true, wantLevel: 0},
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} {
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t.Run(testCase.name, func(t *testing.T) {
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service, session, runtime := newBackToVillageRuntime(t)
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if testCase.practice {
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runtime.ProtocolMode = currentDungeonProtocolModePractice
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}
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if got := currentDungeonRuntimeIsPractice(runtime); got != testCase.practice {
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t.Fatalf("runtime practice=%t want %t", got, testCase.practice)
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}
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request, err := dnfproto.BuildChannelPacket(
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uint16(dnfenum.CmdPacketBack2Village), nil, 0, dnfproto.DefaultChannelClassification,
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)
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if err != nil {
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t.Fatal(err)
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}
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if err := service.handleGameUpper(session, request); err != nil {
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t.Fatalf("handle op132: %v", err)
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}
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repositories, ok := service.repositoryGroup()
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if !ok {
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t.Fatal("no repositories")
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}
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character, _, err := repositories.Character.Load(
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context.Background(), strconv.Itoa(int(session.selectedCharacterID)))
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if err != nil {
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t.Fatal(err)
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}
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if got := currentWeaknessLevel(character); got != testCase.wantLevel {
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t.Fatalf("weakness after exit=%d want %d", got, testCase.wantLevel)
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}
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})
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}
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}
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// The 解除虚弱 NPC sends op9 on the legacy transport (cmd=1 type=9). It was
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// registered only under UpperHandlers, so the packet arrived, was logged, and
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// was then dropped without ever reaching a handler -- the button did nothing
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// and no recovery event was ever written. Every opcode in this module has to
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// be reachable on both transports.
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func TestPremiumModuleRegistersEveryOpcodeOnBothTransports(t *testing.T) {
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module := premiumGameplayModule()
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for _, opcode := range []uint16{
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uint16(dnfenum.CmdPacketPremiumService),
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uint16(dnfenum.CmdPacketRecoverStamina),
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uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo),
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uint16(dnfenum.CmdPacketUseLimitCube),
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} {
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if module.LegacyHandlers[opcode] == nil || module.UpperHandlers[opcode] == nil {
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t.Fatalf("opcode %d is not registered for both current transports", opcode)
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}
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}
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}
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// The 解除虚弱 NPC talks to the server on the legacy transport. Registering the
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// opcode is not enough on its own: the request has to reach the handler and
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// actually clear the penalty, or the button stays dead exactly as the operator
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// reported it.
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func TestLegacyWeaknessRecoveryRequestReachesTheHandler(t *testing.T) {
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devilType := premium.DevilSlotType(premium.DevilSlotFreeWeakness)
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service, session, repositories, connection := prepareCurrentWeaknessTest(
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t, 40, 4, 0, map[int64]int64{devilType: 86400},
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)
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registry, err := newGameplayModuleRegistry(premiumGameplayModule())
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if err != nil {
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t.Fatal(err)
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}
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body := make([]byte, 2)
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binary.LittleEndian.PutUint16(body, 1)
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handled, err := registry.DispatchLegacy(
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service, session, uint16(dnfenum.CmdPacketRecoverStamina), body,
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)
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if err != nil {
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t.Fatal(err)
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}
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if !handled {
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t.Fatal("a legacy op9 recovery request was dropped with no handler")
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}
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packet, _ := splitGameServerUpperPacket(t, connection.write.Bytes())
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if packet.Header.MsgID != uint16(dnfenum.CmdPacketRecoverStamina) ||
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len(packet.Body) != 1 || packet.Body[0] != 1 {
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t.Fatalf("legacy recovery ACK=%+v body=%x", packet.Header, packet.Body)
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}
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if got := currentWeaknessStoredLevel(t, repositories); got != 0 {
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t.Fatalf("weakness after a legacy recovery=%d want 0", got)
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}
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}
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// The penalty only ever went up before 2026-09-11: the paid NPC recovery was
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// the single way down, so six abandoned dungeon runs pinned a test character at
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// level 9 (19% health) with no way back short of paying. Recovery is lazy and
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// **在线秒**驱动:角色不在线时计时锁定,上线才继续走(运营要求 2026-09-15)。
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// 所以这里的时钟是 `weakness_online_seconds`(已结清窗口)+「窗口起点到现在」。
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func TestSettleCurrentWeaknessRecoveryStepsOneLevelPerInterval(t *testing.T) {
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base := time.Date(2026, 9, 11, 23, 0, 0, 0, time.UTC)
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interval := int64(currentWeaknessRecoveryInterval / time.Second)
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// windowStart = 本次在线窗口的墙上起点;倒计时锚点用"在线秒"。
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// 锚点为 -1 = "惩罚刚下、还没锚点"(0 是合法的在线秒位置,不能当哨兵)。
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newCharacter := func(level, startedAtOnlineSeconds int64) dnfrepo.CharacterRecord {
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stats := map[string]int64{
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currentWeaknessStatKey: level,
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currentWeaknessOnlineWindowStatKey: base.Unix(),
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currentWeaknessOnlineSecondsStatKey: 0,
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}
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// 等级 0 的存档不带倒计时(真实数据就是这样,见 settle 里的清理分支)。
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if level > 0 {
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stats[currentWeaknessRecoveryAtStatKey] = startedAtOnlineSeconds
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}
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return dnfrepo.CharacterRecord{CharacterID: "1", Stats: stats}
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}
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for _, testCase := range []struct {
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name string
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level int64
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startedAt int64
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elapsed time.Duration
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wantLevel int64
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wantChanged bool
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}{
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{name: "before one interval nothing moves", level: 9, startedAt: 0, elapsed: currentWeaknessRecoveryInterval - time.Second, wantLevel: 9},
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{name: "one interval recovers one level", level: 9, startedAt: 0, elapsed: currentWeaknessRecoveryInterval, wantLevel: 8, wantChanged: true},
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// 一次结算最多掉一级(口径 = 每在线一分钟一级),所以跨越多个 interval 的一次调用
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// 也只掉一级;余量由后续结算按同一公式补上。
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{name: "one settle never drops more than one level", level: 9, startedAt: 0, elapsed: 3 * currentWeaknessRecoveryInterval, wantLevel: 8, wantChanged: true},
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{name: "a healthy character stays healthy", level: 0, startedAt: 0, elapsed: 5 * currentWeaknessRecoveryInterval, wantLevel: 0},
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} {
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t.Run(testCase.name, func(t *testing.T) {
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character := newCharacter(testCase.level, testCase.startedAt)
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level, changed := settleCurrentWeaknessRecovery(&character, base.Add(testCase.elapsed))
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if level != testCase.wantLevel || changed != testCase.wantChanged {
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t.Fatalf("level=%d changed=%t want level=%d changed=%t", level, changed, testCase.wantLevel, testCase.wantChanged)
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}
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if got := currentWeaknessLevel(character); got != testCase.wantLevel {
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t.Fatalf("stored level=%d want %d", got, testCase.wantLevel)
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}
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// A cleared penalty must drop its countdown so the next one starts
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// a fresh clock instead of instantly expiring.
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if testCase.wantLevel == 0 {
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if _, found := character.Stats[currentWeaknessRecoveryAtStatKey]; found {
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t.Fatalf("healthy character kept a recovery timestamp: %+v", character.Stats)
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}
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}
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})
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}
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// The remainder is carried. Settling every minute must still recover on the
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// interval; restarting the clock on each settle would stall recovery
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// forever for a character whose record is read often.
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t.Run("frequent settles still recover", func(t *testing.T) {
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character := newCharacter(3, 0)
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for minute := 1; minute <= int(currentWeaknessRecoveryInterval/time.Minute); minute++ {
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settleCurrentWeaknessRecovery(&character, base.Add(time.Duration(minute)*time.Minute))
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}
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if got := currentWeaknessLevel(character); got != 2 {
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t.Fatalf("level=%d want 2 after one interval of per-minute settles", got)
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}
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if got := character.Stats[currentWeaknessRecoveryAtStatKey]; got != interval {
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t.Fatalf("countdown=%d want %d (remainder must carry, in online seconds)", got, interval)
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}
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})
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// 长时间在线(例如服务端重启后才发现)也必须**逐次**恢复:每次结算掉一级,
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// 直到等级归零;不会一口气清空。
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t.Run("a long online window clears one level per settle", func(t *testing.T) {
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character := newCharacter(3, 0)
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levels := make([]int64, 0, 4)
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for round := 1; round <= 4; round++ {
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settleCurrentWeaknessRecovery(&character, base.Add(time.Duration(round)*currentWeaknessRecoveryInterval))
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levels = append(levels, currentWeaknessLevel(character))
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}
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want := []int64{2, 1, 0, 0}
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for index := range want {
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if levels[index] != want[index] {
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t.Fatalf("levels=%v want %v", levels, want)
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}
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}
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if _, found := character.Stats[currentWeaknessRecoveryAtStatKey]; found {
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t.Fatalf("cleared penalty kept a countdown: %+v", character.Stats)
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}
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})
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// 惩罚刚下、还没有锚点(-1):从当前在线秒起算,而不是直接免罚。
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t.Run("a penalty without an anchor starts the clock at the current online second", func(t *testing.T) {
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character := newCharacter(9, -1)
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level, changed := settleCurrentWeaknessRecovery(&character, base)
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if level != 9 || !changed {
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t.Fatalf("level=%d changed=%t want 9/true", level, changed)
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}
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if got := character.Stats[currentWeaknessRecoveryAtStatKey]; got != 0 {
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t.Fatalf("countdown=%d want 0 (online seconds)", got)
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}
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})
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// 老存档里锚点可能是 unix 秒(远大于在线秒)。那不能当成"已经过了很久",
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// 否则一次上线就把惩罚全清掉 —— 必须重锚到当前在线秒。
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t.Run("a countdown from the old wall clock does not clear the penalty", func(t *testing.T) {
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character := newCharacter(4, base.Add(time.Hour).Unix())
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level, changed := settleCurrentWeaknessRecovery(&character, base)
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if level != 4 || !changed {
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t.Fatalf("level=%d changed=%t want 4/true", level, changed)
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}
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if got := character.Stats[currentWeaknessRecoveryAtStatKey]; got != 0 {
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t.Fatalf("countdown=%d want 0 (re-anchored to online seconds)", got)
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}
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})
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// Condition is what the client renders as the health cap, and it is the
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// number the operator reported (level 9 -> 19%, level 6 -> 46%).
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t.Run("condition mapping matches the reported health caps", func(t *testing.T) {
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if got := currentWeaknessCondition(9); got != 19 {
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t.Fatalf("level 9 condition=%d want 19", got)
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}
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if got := currentWeaknessCondition(6); got != 46 {
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t.Fatalf("level 6 condition=%d want 46", got)
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}
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if got := currentWeaknessCondition(0); got != 100 {
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t.Fatalf("healthy condition=%d want 100", got)
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}
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})
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}
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// 离线锁定:窗口起点为 0(角色不在线)时,无论墙上时间过去多久,在线秒都不前进,
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// 所以虚弱计时原地不动。这是运营要求 2026-09-15 的核心行为。
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func TestWeaknessCountdownIsLockedWhileOffline(t *testing.T) {
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base := time.Date(2026, 9, 12, 10, 0, 0, 0, time.UTC)
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t.Run("window settled at the countdown anchor", func(t *testing.T) {
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character := dnfrepo.CharacterRecord{CharacterID: "1", Stats: map[string]int64{
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currentWeaknessStatKey: 9,
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currentWeaknessRecoveryAtStatKey: 120,
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currentWeaknessOnlineSecondsStatKey: 120,
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currentWeaknessOnlineWindowStatKey: 0, // 不在线
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}}
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level, changed := settleCurrentWeaknessRecovery(&character, base.Add(24*time.Hour))
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if level != 9 || changed {
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t.Fatalf("离线期间计时必须锁定: level=%d changed=%t want 9/false", level, changed)
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}
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if got := character.Stats[currentWeaknessOnlineSecondsStatKey]; got != 120 {
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t.Fatalf("离线期间在线秒不能前进: %d want 120", got)
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}
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})
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t.Run("the countdown resumes once the character is online again", func(t *testing.T) {
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character := dnfrepo.CharacterRecord{CharacterID: "1", Stats: map[string]int64{
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currentWeaknessStatKey: 9,
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currentWeaknessRecoveryAtStatKey: 120,
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currentWeaknessOnlineSecondsStatKey: 120,
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currentWeaknessOnlineWindowStatKey: base.Unix(), // 本次上线
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}}
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level, changed := settleCurrentWeaknessRecovery(&character, base.Add(currentWeaknessRecoveryInterval))
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if !changed || level != 8 {
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t.Fatalf("上线一个间隔后应掉一级: level=%d changed=%t want 8/true", level, changed)
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}
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})
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}
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// A forced exit applies the whole penalty and restarts the countdown, so a
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// player who gives up twice in a row owes a fresh interval for the second one
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// instead of inheriting the first one's remainder.
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func TestForcedReturnRestartsTheRecoveryCountdown(t *testing.T) {
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service, session, repositories, _ := prepareCurrentWeaknessTest(t, 40, 0, 0, nil)
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// 角色在线:给出窗口起点,否则在线秒不前进(离线锁定语义)。
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character, found, err := repositories.Character.Load(context.Background(), "5")
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if err != nil || !found {
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t.Fatalf("load character found=%t err=%v", found, err)
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}
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if character.Stats == nil {
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character.Stats = map[string]int64{}
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}
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character.Stats[currentWeaknessOnlineWindowStatKey] = service.gameplayNow().Unix()
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if err := repositories.Character.Save(context.Background(), character); err != nil {
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t.Fatal(err)
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}
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service.applyCurrentForcedReturnWeakness(session, "test_forced_exit")
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character, found, err = repositories.Character.Load(context.Background(), "5")
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if err != nil || !found {
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t.Fatalf("load character found=%t err=%v", found, err)
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}
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// 新惩罚把倒计时锚到"当前在线秒"(刚上线时为 0)。
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if got := character.Stats[currentWeaknessRecoveryAtStatKey]; got != 0 {
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t.Fatalf("countdown=%d want 0 (online seconds at login)", got)
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}
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// One interval later exactly one level has worn off, not the whole penalty.
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later := service.gameplayNow().Add(currentWeaknessRecoveryInterval)
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level, changed := settleCurrentWeaknessRecovery(&character, later)
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if !changed || level != currentWeaknessForcedReturnLevel-1 {
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t.Fatalf("level=%d changed=%t want %d/true", level, changed, currentWeaknessForcedReturnLevel-1)
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}
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}
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