package dnfbridge import ( "context" "longheng.io/server/internal/modules/dnf/alignedcmd" "longheng.io/server/internal/modules/dnf/dnfenum" dnfproto "longheng.io/server/internal/modules/dnf/protocol" ) func avatarCompoundGameplayModule() gameplayModuleDefinition { opcode := uint16(dnfenum.CmdPacketCompoundAvatar) return gameplayModuleDefinition{ Name: "avatar-compound", LegacyHandlers: map[uint16]gameplayHandler{ opcode: func(service *Service, session *gameSession, request gameplayRequest) error { return service.handleCurrentAvatarCompound(session, request.Body) }, // 绝对/梦想装扮合成器 (e.g. 梦想装扮合成器 10007246, `[action type] // [absolute bind cube] 0 8 2 0 0`):op1119 请求体 144 字节, // +0x10 是玩家点名的输出装扮,+0x18 是 8 件材料(槽 + 道具 ID)。 // // 线上取证(2026-10-04,CubeProbe 只读探针):客户端 class-1 注册表里 // **有** op1119 的处理器 0x1135C10 —— 服务端从来不回这个包,才是 // "合成无结果 + 鼠标点不动" 的根因。回包形状(55 字节,class-1 op1119) // 逐指令读自 0x1135C10 / 0x1135680 / 0x1F2B850,见 // 梦想装扮合成器op1119_回包格式定案_20261004.md。 uint16(dnfenum.CmdPacketBindPlus): func(service *Service, session *gameSession, request gameplayRequest) error { return service.handleCurrentAvatarBindPlus(session, request.Body) }, }, UpperHandlers: map[uint16]gameplayHandler{ opcode: func(service *Service, session *gameSession, request gameplayRequest) error { if !requireDefaultGameplayClassification(service, session, request, "game-avatar-compound-blocked", "current_exe_class1_op99_required") { return nil } return service.handleCurrentAvatarCompound(session, request.Body) }, uint16(dnfenum.CmdPacketBindPlus): func(service *Service, session *gameSession, request gameplayRequest) error { if !requireDefaultGameplayClassification(service, session, request, "game-avatar-bind-plus-blocked", "current_exe_class1_op1119_required") { return nil } return service.handleCurrentAvatarBindPlus(session, request.Body) }, }, LegacyNormalizers: map[uint16]gameplayLegacyNormalizer{ opcode: func(body []byte) []byte { if len(body) == currentAvatarCompoundRequestSize+4 { return append([]byte(nil), body[:currentAvatarCompoundRequestSize]...) } return body }, }, } } func (s *Service) handleCurrentAvatarCompound(session *gameSession, body []byte) error { opcode := uint16(dnfenum.CmdPacketCompoundAvatar) request, err := parseCurrentAvatarCompoundRequest(body) if err != nil { s.logGameEvent(session, "game-avatar-compound-rejected", "body_len", len(body), "reason", err) return s.sendGameUpperRawClass(session, opcode, currentAvatarCompoundFailureBody(), dnfproto.DefaultChannelClassification) } ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout) defer cancel() catalog, err := s.currentPVFItemCatalog() var result currentAvatarCompoundResult if err == nil { result, err = s.commitCurrentAvatarCompound(ctx, session, catalog, request) } if err != nil { s.logGameEvent(session, "game-avatar-compound-rejected", "consume_slot", request.ConsumeSlot, "slot1", request.Slot1, "slot2", request.Slot2, "requested_item", request.RequestedItemID, "ability_no", request.AbilityNo, "material_class", request.MaterialClass, "reason", err) return s.sendGameUpperRawClass(session, opcode, currentAvatarCompoundFailureBody(), dnfproto.DefaultChannelClassification) } if err := s.sendGameUpperRawClass(session, opcode, buildCurrentAvatarCompoundSuccessBody(request, result), dnfproto.DefaultChannelClassification); err != nil { return err } s.logGameEvent(session, "game-avatar-compound-committed", "consume_slot", request.ConsumeSlot, "material_item", result.MaterialItemID, "material_remaining", result.MaterialRemain, "slot1", request.Slot1, "slot2", request.Slot2, "source_item1", result.SourceItemIDs[0], "source_item2", result.SourceItemIDs[1], "requested_item", request.RequestedItemID, "ability_no", request.AbilityNo, "material_class", request.MaterialClass, "rare_rate", result.RareRate, "rare_roll", result.RareRoll, "rare_hit", result.RareHit, "new_slots", result.NewSlots, "new_items", result.NewItemIDs, "evidence", "NoPack.exe sub_317DE70/sub_1D1C6D0") return nil } // sendCurrentAvatarBindPlusResult 按"客户端真正的消费顺序"下发三包: // // 1) 合成器那一格的增量行(先发,让那一格在客户端立刻消失 / 变成剩余数量); // 2) class-1 op1119 成功回包(客户端据此扣 8 个材料格 + 建结果装扮对象); // 3) 结果装扮那一格的权威行(回包之后发,把客户端自建对象的属性校正成服务端口径)。 // // 第 1 包是"合成器不及时消失"的修复(2026-10-04 现场回报),第 3 包是"属性显示 // 有误"的兜底修复(主修复是回包 +0x04/+0x0A 两个字段别再写反)。 func (s *Service) sendCurrentAvatarBindPlusResult(session *gameSession, outcome currentAvatarBindPlusOutcome) error { opcode := uint16(dnfenum.CmdPacketBindPlus) if err := s.sendSelectedIncrementalItemSlotRefreshes(session, "avatar_bind_plus_before_success", []alignedcmd.ItemSlotRefresh{{ListType: outcome.CubeListType, SlotIndex: outcome.CubeSlot}}); err != nil { return err } if err := s.sendGameUpperRawClass(session, opcode, buildCurrentAvatarBindPlusSuccessBody(outcome), dnfproto.DefaultChannelClassification); err != nil { return err } return s.sendSelectedIncrementalItemSlotRefreshes(session, "avatar_bind_plus_after_success", []alignedcmd.ItemSlotRefresh{{ListType: currentAvatarInventoryListType, SlotIndex: outcome.OutputSlot}}) } // handleCurrentAvatarBindPlus 处理 op1119(梦想/绝对绑定装扮合成器)。 // // 这是"客户端一直在等的那个回包":处理器 RVA 0x1135C10 从 body[1] 起读 54 字节, // 按 8 个材料格逐格扣减、再拿 +0x06 的道具 ID 建结果对象。回包形状与理由见 // avatar_bind_plus_protocol.go 顶部注释。 func (s *Service) handleCurrentAvatarBindPlus(session *gameSession, body []byte) error { opcode := uint16(dnfenum.CmdPacketBindPlus) request, err := parseCurrentAvatarBindPlusRequest(body) if err != nil { s.logGameEvent(session, "game-avatar-bind-plus-rejected", "body_len", len(body), "reason", err) return s.sendGameUpperRawClass(session, opcode, currentAvatarBindPlusFailureBody(), dnfproto.DefaultChannelClassification) } ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout) defer cancel() catalog, err := s.currentPVFItemCatalog() var outcome currentAvatarBindPlusOutcome if err == nil { outcome, err = s.commitCurrentAvatarBindPlus(ctx, session, catalog, request) } if err != nil { s.logGameEvent(session, "game-avatar-bind-plus-rejected", "body_len", len(body), "requested_item", request.RequestedItemID, "ability_no", request.AbilityNo, "materials", len(request.Materials), "reason", err) return s.sendGameUpperRawClass(session, opcode, currentAvatarBindPlusFailureBody(), dnfproto.DefaultChannelClassification) } // 合成器那一格必须单独下发一行:客户端 op1119 的处理器只处理 8 个材料格 // (回包 +0x0E 的 8 个槽),**没有任何字段提到合成器**。op99 之所以"合成器立刻 // 消失",是因为它的回包体自带 ConsumeSlot 那一行删除行;1119 没有,所以现场表现 // 是"合成器要整理背包才消失"(2026-10-04 回报)。 if err := s.sendCurrentAvatarBindPlusResult(session, outcome); err != nil { return err } slots := make([]int, 0, len(outcome.ConsumedSlots)) for _, slot := range outcome.ConsumedSlots { slots = append(slots, int(slot)) } s.logGameEvent(session, "game-avatar-bind-plus-committed", "set_index", outcome.SetIndex, "part", outcome.Part, "cube_item", outcome.CubeItemID, "cube_list", outcome.CubeListType, "cube_slot", outcome.CubeSlot, "cube_remaining", outcome.CubeRemain, "material_slots", slots, "output_item", outcome.OutputItemID, "output_slot", outcome.OutputSlot, "ability_no", request.AbilityNo, "body_len", len(body), "reply_len", currentAvatarBindPlusReplySize, "evidence", "CubeProbe class-1 op1119 handler 0x1135C10 + 0x1135680 + 0x1F2B850") return nil }