package dnfbridge import ( "context" "encoding/binary" "fmt" "sort" "strconv" "time" "longheng.io/server/internal/modules/dnf/dnfenum" "longheng.io/server/internal/modules/dnf/inventory" "longheng.io/server/internal/modules/dnf/itemtrade" dnfrepo "longheng.io/server/internal/modules/dnf/repository" ) const ( currentItemTradeListType byte = 4 currentItemTradeChangeMsg uint16 = 15 currentItemTradeCancelMsg uint16 = 16 currentItemTradeStateMsg uint16 = 17 currentItemTradeFinishMsg uint16 = 18 currentItemTradeMoveMsg uint16 = 19 currentItemTradeReadyMsg uint16 = uint16(dnfenum.CmdPacketSetItemtradeState) currentItemTradeAddingDone byte = 1 currentItemTradeOfferAck byte = 2 currentItemTradeReady byte = 3 currentItemTradeAddRequest byte = 5 // currentItemTradeWindowClosed 是「本侧关闭了交易窗口」的唯一可用信号。 // // 当前客户端关窗时不发任何原生包:它唯一的解锁发送器 sub_23418C0(flag) // (发 op24 + state 0/1) 在本客户端里只被「添加完成」按钮以 flag=1 调用, // state 0 那条路径不可达。因此 state 0 在协议上是空闲取值,由 90CN.dll 在 // 交易窗口拆卸路径补发,用于表达"我的交易窗口关了"。 currentItemTradeWindowClosed byte = 0 currentItemTradeOfferFirst uint16 = 3 currentItemTradeOfferLast uint16 = 11 ) type onlineItemTradeOffer struct { tradeSlot uint16 sourceList byte sourceSlot int16 count int32 itemID int64 stack dnfrepo.ItemStack } type onlineItemTrade struct { participants [2]uint16 offers map[uint16]map[uint16]onlineItemTradeOffer gold map[uint16]int64 states map[uint16]byte committing bool // createdAt 用于区分「客户端开窗复位」与「用户真的关窗」两种 state 0。 // 客户端在打开交易窗口时会复位窗口,该复位路径会补发 state 0;此时交易 // 刚建立且完全为空,因此这类 state 0 必须在时间窗内被忽略。 createdAt time.Time } // currentItemTradeOpenResetGrace 是「开窗复位误报」的时间窗。 // // 90CN.dll 只在真关窗时才补发 state 0,但它判定关窗的依据是"窗口显示标志为 0 // 且交易已绑定对方";交易刚建立、窗口尚未显示的那一瞬间也满足这个组合,故仍留 // 一个很短的窗口作为防御。 实测误报只出现在建立后 ≤100ms,而真实关窗最快也要 // 人看到窗口之后(实测 671~1644ms),因此 500ms 既能挡住误报又不会吞掉真关窗。 // 早期版本用 2 秒,会吞掉"开窗后立刻关窗"这类真实取消。 const currentItemTradeOpenResetGrace = 500 * time.Millisecond // onlineItemTradeHasContent 判定这笔交易是否已经承载任何玩家意图。 // // 空交易 = 双方都没有报价、没有金币、state 都为 0。 只有「刚创建 + 完全为空」 // 的 state 0 才是开窗复位;一旦有任何内容,state 0 都按真实取消处理。 func onlineItemTradeHasContent(trade *onlineItemTrade) bool { if trade == nil { return false } for _, characterID := range trade.participants { if trade.states[characterID] != 0 || trade.gold[characterID] != 0 || len(trade.offers[characterID]) > 0 { return true } } return false } func (t *onlineItemTrade) other(characterID uint16) (uint16, bool) { if t == nil { return 0, false } if t.participants[0] == characterID { return t.participants[1], true } if t.participants[1] == characterID { return t.participants[0], true } return 0, false } func (s *Service) beginOnlineItemTrade(first, second *gameSession) { if s == nil || first == nil || second == nil || first == second || first.selectedCharacterID == 0 || second.selectedCharacterID == 0 { return } firstID, secondID := first.selectedCharacterID, second.selectedCharacterID if s.onlinePlayers == nil || !s.onlinePlayers.PeerInSameArea(firstID, secondID) { return } s.tradeMu.Lock() defer s.tradeMu.Unlock() if s.itemTrades == nil { s.itemTrades = make(map[uint16]*onlineItemTrade) } for _, id := range []uint16{firstID, secondID} { if old := s.itemTrades[id]; old != nil { delete(s.itemTrades, old.participants[0]) delete(s.itemTrades, old.participants[1]) } } trade := &onlineItemTrade{ participants: [2]uint16{firstID, secondID}, offers: map[uint16]map[uint16]onlineItemTradeOffer{ firstID: make(map[uint16]onlineItemTradeOffer), secondID: make(map[uint16]onlineItemTradeOffer), }, gold: map[uint16]int64{firstID: 0, secondID: 0}, states: map[uint16]byte{firstID: 0, secondID: 0}, createdAt: time.Now(), } s.itemTrades[firstID] = trade s.itemTrades[secondID] = trade } func (s *Service) handleOnlineItemTradeCommand(session *gameSession, typ uint16, body []byte) (bool, error) { if s == nil || session == nil || session.selectedCharacterID == 0 { return false, nil } trade := s.currentOnlineItemTrade(session.selectedCharacterID) if trade == nil { return false, nil } switch typ { case currentItemTradeMoveMsg: request, err := inventory.DecodeMoveItemspaceRequest(body) if err != nil { return true, s.sendGameUpperFailure(session, typ, 1) } if request.SourceListType != currentItemTradeListType && request.DestinationListType != currentItemTradeListType { return false, nil } return true, s.handleOnlineItemTradeMove(session, request) case currentItemTradeReadyMsg: if len(body) != 1 { return true, s.sendGameUpperFailure(session, typ, 1) } return true, s.handleOnlineItemTradeState(session, body[0]) default: return false, nil } } func (s *Service) currentOnlineItemTrade(characterID uint16) *onlineItemTrade { s.tradeMu.Lock() defer s.tradeMu.Unlock() return s.itemTrades[characterID] } func (s *Service) handleOnlineItemTradeMove(session *gameSession, request inventory.MoveItemspaceRequest) error { if request.DestinationListType == currentItemTradeListType && request.SourceListType != currentItemTradeListType { if isOnlineItemTradeGoldDeposit(request) { return s.addOnlineItemTradeGold(session, request) } return s.addOnlineItemTradeOffer(session, request) } if request.SourceListType == currentItemTradeListType && request.DestinationListType != currentItemTradeListType { if isOnlineItemTradeGoldWithdrawal(request) { return s.removeOnlineItemTradeGold(session, request) } return s.removeOnlineItemTradeOffer(session, request) } return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } // onlineItemTradeOffersEditable 判定「本侧是否仍可修改报价」(放入/取回物品、存入/取回金币)。 // // 语义与时序依据(配合 handleOnlineItemTradeState 的状态投影表): // - states[char] == 0:本侧尚未提交「添加完成」,报价可自由增删; // - states[char] == currentItemTradeAddingDone(1):客户端已上报 5 并被投影为「添加完成」, // 该侧界面进入锁定态(此后只剩「最终确认 / 取消」两个动作)。此时若仍允许改报价, // 会出现「本侧已锁定却继续增删报价 → 服务端权威报价与本侧界面、对方界面三者不一致」, // 故锁定后必须禁止修改; // - states[char] == 2(报价确认)/ 3(最终确认)以及 trade.committing:均处于锁定之后, // 同样不可改; // - 客户端可重新上报 state 0 解锁(见 handleOnlineItemTradeState 的 case 0),解锁后方可再改。 // // 物品报价与金币报价共用本判定,保证两侧锁定语义完全一致。 func onlineItemTradeOffersEditable(trade *onlineItemTrade, characterID uint16) bool { if trade == nil || trade.committing { return false } return trade.states[characterID] == 0 } func isOnlineItemTradeGoldDeposit(request inventory.MoveItemspaceRequest) bool { return request.SourceListType == dnfrepo.MainInventoryListType && request.SourceSlotIndex == 0 && request.SourceInstanceValue == 0 && request.MoveCount > 0 && request.DestinationListType == currentItemTradeListType && request.DestinationSlotIndex == 0 } func isOnlineItemTradeGoldWithdrawal(request inventory.MoveItemspaceRequest) bool { return request.SourceListType == currentItemTradeListType && request.SourceSlotIndex == 0 && request.DestinationListType == dnfrepo.MainInventoryListType && request.DestinationSlotIndex == 0 } func (s *Service) addOnlineItemTradeGold(session *gameSession, request inventory.MoveItemspaceRequest) error { repositories, ok := s.repositoryGroup() if !ok || repositories.Character == nil { return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } ctx, cancel := context.WithTimeout(context.Background(), currentRepositorySnapshotTimeout) defer cancel() character, found, err := repositories.Character.Load(ctx, strconv.Itoa(int(session.selectedCharacterID))) if err != nil || !found || int64(request.MoveCount) > character.Stats["gold"] { return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } s.tradeMu.Lock() trade := s.itemTrades[session.selectedCharacterID] peerID, inTrade := trade.other(session.selectedCharacterID) // 金币报价同受「添加完成即锁定」约束:只有本侧仍处于可编辑态(state 0)才允许存入。 valid := inTrade && onlineItemTradeOffersEditable(trade, session.selectedCharacterID) previousGold := int64(0) if valid { previousGold = trade.gold[session.selectedCharacterID] trade.gold[session.selectedCharacterID] = int64(request.MoveCount) } s.tradeMu.Unlock() peer, peerOnline := s.onlineGameSession(peerID) if !valid || !peerOnline || s.onlinePlayers == nil || !s.onlinePlayers.PeerInSameArea(session.selectedCharacterID, peerID) { if valid { s.tradeMu.Lock() if current := s.itemTrades[session.selectedCharacterID]; current == trade && !current.committing { current.gold[session.selectedCharacterID] = previousGold } s.tradeMu.Unlock() } return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } if err := s.sendGameUpperSuccess(session, currentItemTradeMoveMsg, buildOnlineItemTradeMoveAck(request)); err != nil { return err } entry := currentGoldWalletItemListEntry(int64(request.MoveCount)) if err := s.sendGameUpperRawClassCodec(peer, currentItemTradeChangeMsg, entry.data[:], 0, true); err != nil { return err } s.logGameEvent(session, "game-item-trade-gold-added", "char_id", session.selectedCharacterID, "peer_char_id", peerID, "gold", request.MoveCount) return nil } func (s *Service) removeOnlineItemTradeGold(session *gameSession, request inventory.MoveItemspaceRequest) error { s.tradeMu.Lock() trade := s.itemTrades[session.selectedCharacterID] peerID, inTrade := trade.other(session.selectedCharacterID) gold := int64(0) // 本侧已锁定(state 1/2/3)或交易进入提交阶段时不得再取回金币,保持金币报价与锁定态一致。 if inTrade && onlineItemTradeOffersEditable(trade, session.selectedCharacterID) { gold = trade.gold[session.selectedCharacterID] if gold > 0 { trade.gold[session.selectedCharacterID] = 0 } } s.tradeMu.Unlock() if gold <= 0 { return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } if err := s.sendGameUpperSuccess(session, currentItemTradeMoveMsg, buildOnlineItemTradeMoveAck(request)); err != nil { return err } peer, peerOnline := s.onlineGameSession(peerID) if !peerOnline { return nil } return s.sendGameUpperRawClassCodec(peer, currentItemTradeChangeMsg, buildOnlineItemTradeRemovedEntry(0), 0, true) } func (s *Service) addOnlineItemTradeOffer(session *gameSession, request inventory.MoveItemspaceRequest) error { // The account-owned crystal/soul warehouse reaches the trade window under // the client's own container id; the slot number is still the merged list-0 // cell, so normalize it back before touching the repository. if request.SourceListType == currentPrivateStoreAccountSharedListType && dnfrepo.IsAccountSharedInventorySlot(dnfrepo.MainInventoryListType, request.SourceSlotIndex) { request.SourceListType = dnfrepo.MainInventoryListType } if request.MoveCount <= 0 || request.DestinationSlotIndex < 0 || request.SourceSlotIndex < 0 || (request.SourceListType != dnfrepo.MainInventoryListType && request.SourceListType != 1) { return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } repositories, ok := s.repositoryGroup() if !ok || repositories.Inventory == nil { return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } ctx, cancel := context.WithTimeout(context.Background(), currentRepositorySnapshotTimeout) defer cancel() record, found, err := s.currentPrivateStoreInventoryView( ctx, repositories, strconv.Itoa(int(session.selectedCharacterID)), s.accountIDForSession(session)) if err != nil || !found { return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } sourceKey := fmt.Sprintf("%d:%d", request.SourceListType, request.SourceSlotIndex) stack, found := record.Slots[sourceKey] if !found || stack.ItemID <= 0 || stack.Count < int64(request.MoveCount) || stack.Bind || (!stack.ExpireAt.IsZero() && !stack.ExpireAt.After(time.Now())) { return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } // The request's source-instance field is an opaque value read from the // current client's live item object. It is not the PVF item ID and is not // stable across every equipment/stackable representation. The repository // slot and authoritative count above are sufficient to prevent item // injection, so a projection mismatch must not reject a valid trade. projectedSourceValue := currentItemListStackAmount(request.SourceListType, stack) if request.SourceInstanceValue != 0 && uint32(request.SourceInstanceValue) != projectedSourceValue { s.logGameEvent(session, "game-item-trade-source-instance-projection-mismatch", "char_id", session.selectedCharacterID, "source_list", request.SourceListType, "source_slot", request.SourceSlotIndex, "client_value", request.SourceInstanceValue, "projected_value", projectedSourceValue) } s.tradeMu.Lock() trade := s.itemTrades[session.selectedCharacterID] peerID, inTrade := trade.other(session.selectedCharacterID) // 本侧提交「添加完成」后界面进入锁定态,锁定后不得再新增/替换报价(见 onlineItemTradeOffersEditable)。 valid := inTrade && onlineItemTradeOffersEditable(trade, session.selectedCharacterID) tradeSlot := uint16(0) slotAvailable := false if valid { // Current NoPack's trade container has twelve native slots. Live current- // EXE memory and sub_2339FB0 show 0..2 are occupied pseudo rows (gold and // the other trade currencies); the nine visible item rows are 3..11. // Targeting 0 renders a count-one item as +1 gold, while 1/2 collide with // the remaining pseudo rows and leave the item list blank. for slot := currentItemTradeOfferFirst; slot <= currentItemTradeOfferLast; slot++ { if _, occupied := trade.offers[session.selectedCharacterID][slot]; !occupied { tradeSlot = slot slotAvailable = true break } } for _, existing := range trade.offers[session.selectedCharacterID] { if existing.sourceList == request.SourceListType && existing.sourceSlot == request.SourceSlotIndex { valid = false break } } } valid = valid && slotAvailable offer := onlineItemTradeOffer{ tradeSlot: tradeSlot, sourceList: request.SourceListType, sourceSlot: request.SourceSlotIndex, count: request.MoveCount, itemID: stack.ItemID, stack: cloneOnlineItemTradeStack(stack), } if valid { trade.offers[session.selectedCharacterID][tradeSlot] = offer } s.tradeMu.Unlock() peer, peerOnline := s.onlineGameSession(peerID) if !valid || !peerOnline || s.onlinePlayers == nil || !s.onlinePlayers.PeerInSameArea(session.selectedCharacterID, peerID) { if valid { s.removeOnlineItemTradeOfferState(session.selectedCharacterID, tradeSlot) } return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } // The request always targets pseudo-container slot 0 because the client does // not allocate the visible row itself. Echo the server-assigned native item // row in the success ACK; 0..2 are pseudo rows and item rows are 3..11. ackRequest := request ackRequest.DestinationSlotIndex = int16(tradeSlot) if err := s.sendGameUpperSuccess(session, currentItemTradeMoveMsg, buildOnlineItemTradeMoveAck(ackRequest)); err != nil { return err } offer.stack.Count = int64(offer.count) entry := currentItemListEntryFromStack(offer.sourceList, int16(offer.tradeSlot), offer.stack) if err := s.sendGameUpperRawClassCodec(peer, currentItemTradeChangeMsg, entry.data[:], 0, true); err != nil { return err } s.logGameEvent(session, "game-item-trade-offer-added", "char_id", session.selectedCharacterID, "peer_char_id", peerID, "source_list", offer.sourceList, "source_slot", offer.sourceSlot, "trade_slot", offer.tradeSlot, "item_id", offer.itemID, "count", offer.count) return nil } func (s *Service) removeOnlineItemTradeOffer(session *gameSession, request inventory.MoveItemspaceRequest) error { tradeSlot := uint16(request.SourceSlotIndex) s.tradeMu.Lock() trade := s.itemTrades[session.selectedCharacterID] peerID, inTrade := trade.other(session.selectedCharacterID) var offer onlineItemTradeOffer var found bool // 锁定后不得取回报价:物品报价在双方「添加完成」时即视为最终报价,此后仅剩最终确认或整单取消。 if inTrade && onlineItemTradeOffersEditable(trade, session.selectedCharacterID) { offer, found = trade.offers[session.selectedCharacterID][tradeSlot] if found { delete(trade.offers[session.selectedCharacterID], tradeSlot) } } s.tradeMu.Unlock() if !found || request.DestinationListType != offer.sourceList { return s.sendGameUpperFailure(session, currentItemTradeMoveMsg, 1) } if err := s.sendGameUpperSuccess(session, currentItemTradeMoveMsg, buildOnlineItemTradeMoveAck(request)); err != nil { return err } peer, peerOnline := s.onlineGameSession(peerID) if !peerOnline { return nil } return s.sendGameUpperRawClassCodec(peer, currentItemTradeChangeMsg, buildOnlineItemTradeRemovedEntry(tradeSlot), 0, true) } func buildOnlineItemTradeRemovedEntry(tradeSlot uint16) []byte { removed := make([]byte, currentItemListEntryWireSize) binary.LittleEndian.PutUint16(removed[0:2], tradeSlot) binary.LittleEndian.PutUint32(removed[2:6], ^uint32(0)) return removed } func (s *Service) removeOnlineItemTradeOfferState(characterID, tradeSlot uint16) { s.tradeMu.Lock() defer s.tradeMu.Unlock() if trade := s.itemTrades[characterID]; trade != nil && !trade.committing { delete(trade.offers[characterID], tradeSlot) } } func (s *Service) handleOnlineItemTradeState(session *gameSession, state byte) error { if state != 0 && state != currentItemTradeAddingDone && state != currentItemTradeOfferAck && state != currentItemTradeReady && state != currentItemTradeAddRequest { return s.sendGameUpperFailure(session, currentItemTradeReadyMsg, 1) } characterID := session.selectedCharacterID s.tradeMu.Lock() trade := s.itemTrades[characterID] peerID, inTrade := trade.other(characterID) if !inTrade || trade.committing { s.tradeMu.Unlock() return s.sendGameUpperFailure(session, currentItemTradeReadyMsg, 1) } peerState := trade.states[peerID] if state == currentItemTradeOfferAck { currentState := trade.states[characterID] if currentState == currentItemTradeReady { s.tradeMu.Unlock() return s.sendGameUpperFailure(session, currentItemTradeReadyMsg, 1) } s.tradeMu.Unlock() s.logGameEvent(session, "game-item-trade-offer-change-acknowledged", "char_id", characterID, "peer_char_id", peerID, "retained_state", currentState, "peer_state", peerState) return s.sendGameUpperSuccess(session, currentItemTradeReadyMsg, nil) } projectedState := state // Live current-EXE traffic distinguishes the two buttons even though the // server-facing state table does not: "adding complete" submits 5 and must // be projected to class0/op17 state 1; choosing Yes in resource 727 submits // 3 and must be projected as state 3. A second value 5 is retained only as // a compatibility spelling of final consent for older clients. Neither // spelling may skip the shared state-1 confirmation boundary. switch state { case currentItemTradeAddRequest: if trade.states[characterID] == 0 { projectedState = currentItemTradeAddingDone } else if trade.states[characterID] == currentItemTradeAddingDone && (peerState == currentItemTradeAddingDone || peerState == currentItemTradeReady) { projectedState = currentItemTradeReady } else { s.tradeMu.Unlock() return s.sendGameUpperFailure(session, currentItemTradeReadyMsg, 1) } case currentItemTradeReady: if trade.states[characterID] != currentItemTradeAddingDone || (peerState != currentItemTradeAddingDone && peerState != currentItemTradeReady) { s.tradeMu.Unlock() return s.sendGameUpperFailure(session, currentItemTradeReadyMsg, 1) } case currentItemTradeAddingDone: if trade.states[characterID] != 0 { s.tradeMu.Unlock() return s.sendGameUpperFailure(session, currentItemTradeReadyMsg, 1) } case currentItemTradeWindowClosed: // 本侧交易窗口复位/关闭。 90CN.dll 在窗口"打开"与"关闭"两条路径上都会 // 补发这条 state 0(原生复位函数是同一个),因此这里必须先排除开窗: // 刚建立且完全为空的交易收到 state 0 = 客户端开窗复位,不是用户取消。 // 否则交易窗口一开就会被自己取消。 age := time.Since(trade.createdAt) if !onlineItemTradeHasContent(trade) && age < currentItemTradeOpenResetGrace { s.tradeMu.Unlock() s.logGameEvent(session, "game-item-trade-window-open-reset-ignored", "char_id", characterID, "peer_char_id", peerID, "age_ms", age.Milliseconds()) return s.sendGameUpperSuccess(session, currentItemTradeReadyMsg, nil) } // 真实取消:整单取消,而不是像旧行为那样"广播 0 但不取消会话"。 // 不取消的后果是:对方窗口一直不关、双方停在交易态导致 NPC 商店拒绝 // 购买、客户端已搬进交易容器的物品不回背包(服务端从未移动过物品, // 只有客户端以为物品在交易容器里)。 s.tradeMu.Unlock() if err := s.sendGameUpperSuccess(session, currentItemTradeReadyMsg, nil); err != nil { return err } s.cancelOnlineItemTrade(trade, "client_closed_trade_window") return nil } trade.states[characterID] = projectedState peerState = trade.states[peerID] ready := projectedState == currentItemTradeReady && peerState == currentItemTradeReady addingDone := projectedState == currentItemTradeAddingDone && peerState == currentItemTradeAddingDone // 双方都提交「添加完成(锁定)」是本侧与对侧报价的最终定稿时刻:此刻双方都不能再改报价, // 因此在下面 ACK 之后需要立刻向双方各重放一次「对方」的报价快照,补齐客户端 // 「双方锁定后交易界面显示对方物品」的缺失环节。重放必须等 tradeMu 释放后再发包。 replayCounterpartOffers := addingDone if ready { trade.committing = true } s.tradeMu.Unlock() s.logGameEvent(session, "game-item-trade-state-updated", "char_id", characterID, "peer_char_id", peerID, "inbound_state", state, "projected_state", projectedState, "peer_state", peerState, "both_adding_done", addingDone, "both_ready", ready) if err := s.sendGameUpperSuccess(session, currentItemTradeReadyMsg, nil); err != nil { return err } if replayCounterpartOffers { // 时序:此处 tradeMu 已在上一步释放,满足「发包必须在 tradeMu 释放之后」的硬约束。 // 先给本侧重放对方报价(本侧刚锁定,界面需要立刻补齐对方物品),再给对方重放本侧报价。 // 硬约束:物品内容只走 op15(class 0),绝不挂到 op17;发包前逐一判定对端是否在线。 if err := s.replayOnlineItemTradeCounterpartOffers(trade, session); err != nil { return err } if peer, peerOnline := s.onlineGameSession(peerID); peerOnline { if err := s.replayOnlineItemTradeCounterpartOffers(trade, peer); err != nil { return err } } } // The current client moves itself to "waiting for the other participant's // final confirmation" as soon as it submits state 3. Broadcasting op17/3 // here would make sub_2340B10 close resource 727 on the peer that has not // answered yet, preventing the second consent. Keep final consent server- // side only; the second consent is followed directly by the atomic op18 // completion (or the existing op16 rollback on failure). if projectedState == currentItemTradeReady { if ready { return s.commitOnlineItemTrade(trade) } return nil } stateBody := buildOnlineItemTradeStateBody(characterID, projectedState) if err := s.sendGameUpperRawClassCodec(session, currentItemTradeStateMsg, stateBody, 0, true); err != nil { return err } peer, peerOnline := s.onlineGameSession(peerID) if peerOnline { if err := s.sendGameUpperRawClassCodec(peer, currentItemTradeStateMsg, stateBody, 0, true); err != nil { return err } } return nil } func (s *Service) commitOnlineItemTrade(trade *onlineItemTrade) error { if trade == nil { return nil } firstID, secondID := trade.participants[0], trade.participants[1] firstOffers, secondOffers := snapshotOnlineItemTradeOffers(trade, firstID), snapshotOnlineItemTradeOffers(trade, secondID) firstGold, secondGold := snapshotOnlineItemTradeGold(trade, firstID), snapshotOnlineItemTradeGold(trade, secondID) repositories, ok := s.repositoryGroup() if !ok { s.cancelOnlineItemTrade(trade, "repository_unavailable") return nil } owner, err := itemtrade.NewOwner(repositories) if err != nil { s.cancelOnlineItemTrade(trade, "transaction_owner_unavailable") return nil } ctx, cancel := context.WithTimeout(context.Background(), currentRepositorySnapshotTimeout) defer cancel() result, err := owner.Exchange(ctx, itemtrade.Participant{CharacterID: strconv.Itoa(int(firstID)), AccountID: s.accountIDForCharacter(ctx, repositories, firstID), Offers: itemTradeDomainOffers(firstOffers), Gold: firstGold}, itemtrade.Participant{CharacterID: strconv.Itoa(int(secondID)), AccountID: s.accountIDForCharacter(ctx, repositories, secondID), Offers: itemTradeDomainOffers(secondOffers), Gold: secondGold}, ) if err != nil { s.logInfo("dnfbridge item trade atomic commit rejected", "first_char_id", firstID, "second_char_id", secondID, "error", err) s.cancelOnlineItemTrade(trade, "atomic_commit_rejected") return nil } s.clearOnlineItemTrade(trade) for _, characterID := range []uint16{firstID, secondID} { session, online := s.onlineGameSession(characterID) if !online { continue } // 这个角色本次收到了多少金币 = 对方报价的金币。 peerCharID := firstID receivedGold := firstGold if characterID == firstID { peerCharID = secondID receivedGold = secondGold } character, goldChanged := result.Characters[strconv.Itoa(int(characterID))] // 钱包行必须在结果弹窗【之前】先下发一次。 // // 客户端的「获得 XXXX 金币」系统提示只在钱包行的数值变多时触发;结果弹窗一旦 // 出现就会把这条提示盖掉/抑制掉。实测:补上金币行让弹窗正常弹出之后,这条提示 // 就再没出现过。先发一次让提示照常触发,弹窗之后再发一次同样的值兜底 —— // 无论客户端是否按 op18 的金币行自行结算,最终钱包数值都一定是正确的。 if goldChanged { if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), buildCurrentGoldStateBody(character.Stats["gold"]), 0); err != nil { return err } } body := buildOnlineItemTradeFinishBody( result.Received[strconv.Itoa(int(characterID))], receivedGold) s.logPacketEvent("game-item-trade-finish-rows", "char_id", characterID, "peer_char_id", peerCharID, "item_rows", len(result.Received[strconv.Itoa(int(characterID))]), "gold_row", boolByte(receivedGold > 0), "received_gold", receivedGold, "gold_state_before_finish", boolByte(goldChanged), "rows", len(body)/4) if err := s.sendGameUpperRawClassCodec(session, currentItemTradeFinishMsg, body, 0, true); err != nil { return err } if goldChanged { if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), buildCurrentGoldStateBody(character.Stats["gold"]), 0); err != nil { return err } } if err := s.sendSelectedCurrentContainerListsRefresh(session, "current_exe_item_trade_atomic_commit"); err != nil { return err } } s.logInfo("dnfbridge item trade atomic commit completed", "first_char_id", firstID, "second_char_id", secondID, "first_offer_count", len(firstOffers), "second_offer_count", len(secondOffers), "first_gold", firstGold, "second_gold", secondGold) return nil } func snapshotOnlineItemTradeGold(trade *onlineItemTrade, characterID uint16) int64 { if trade == nil { return 0 } return trade.gold[characterID] } func snapshotOnlineItemTradeOffers(trade *onlineItemTrade, characterID uint16) []onlineItemTradeOffer { offers := make([]onlineItemTradeOffer, 0, len(trade.offers[characterID])) for _, offer := range trade.offers[characterID] { offers = append(offers, offer) } sort.Slice(offers, func(i, j int) bool { return offers[i].tradeSlot < offers[j].tradeSlot }) return offers } // replayOnlineItemTradeCounterpartOffers 向 recipient 重放「对方」已放入的报价行与金币行, // 用于补齐「双方都点击添加完成(锁定)后,客户端交易界面显示对方物品」的缺失环节。 // // 协议依据(与放入瞬间的逐件下发完全同构,保证客户端按同一路径解析): // - 统一走 op15 currentItemTradeChangeMsg 的 class-0 通道,包体为单条 currentItemListEntry // (0x77 字节),不参与 op17(op17 只承载 charID + state,禁止挂物品内容); // - 物品行:currentItemListEntryFromStack(offer.sourceList, offer.tradeSlot, stack),槽位使用 // 服务端分配的 tradeSlot(3..11,与 addOnlineItemTradeOffer 的分配规则一致); // - 行内数量必须取「本次放入数量」offer.count,不能直接用源背包槽的完整堆叠数量 // (与 addOnlineItemTradeOffer 中 offer.stack.Count = int64(offer.count) 同理); // - 金币行:currentGoldWalletItemListEntry(gold) 写入伪行 0(与 addOnlineItemTradeGold 一致); // 对方当前没有金币报价时,补发 buildOnlineItemTradeRemovedEntry(0) 做幂等清行 // (与 removeOnlineItemTradeGold 的撤回下发同构),避免重复重放残留旧的对方金币显示。 // // 重复调用是幂等的:同一槽位按行覆盖,客户端重复收到同一行不会重复计数。 // // 时序与锁:调用方必须已释放 tradeMu(sendGameUpperRawClassCodec 内部还要取 wire 锁), // 并且必须先确认 recipient 在线;本函数只在取快照时短暂加锁,随后逐行发包。 func (s *Service) replayOnlineItemTradeCounterpartOffers(trade *onlineItemTrade, recipient *gameSession) error { if s == nil || trade == nil || recipient == nil || recipient.selectedCharacterID == 0 { return nil } peerID, ok := trade.other(recipient.selectedCharacterID) if !ok { return nil } var offers []onlineItemTradeOffer var gold int64 s.tradeMu.Lock() // 交易若已进入提交(对方已完成最终确认,界面即将由 op18 收尾)或已被取消/替换, // 则不再补发 op15,避免与提交结果竞争。 if s.itemTrades[recipient.selectedCharacterID] == trade && !trade.committing { offers = snapshotOnlineItemTradeOffers(trade, peerID) gold = snapshotOnlineItemTradeGold(trade, peerID) } s.tradeMu.Unlock() for _, offer := range offers { stack := offer.stack stack.Count = int64(offer.count) entry := currentItemListEntryFromStack(offer.sourceList, int16(offer.tradeSlot), stack) if err := s.sendGameUpperRawClassCodec(recipient, currentItemTradeChangeMsg, entry.data[:], 0, true); err != nil { return err } } if gold > 0 { entry := currentGoldWalletItemListEntry(gold) return s.sendGameUpperRawClassCodec(recipient, currentItemTradeChangeMsg, entry.data[:], 0, true) } return s.sendGameUpperRawClassCodec(recipient, currentItemTradeChangeMsg, buildOnlineItemTradeRemovedEntry(0), 0, true) } func itemTradeDomainOffers(offers []onlineItemTradeOffer) []itemtrade.Offer { rows := make([]itemtrade.Offer, 0, len(offers)) for _, offer := range offers { rows = append(rows, itemtrade.Offer{TradeSlot: offer.tradeSlot, SourceList: offer.sourceList, SourceSlot: offer.sourceSlot, Count: int64(offer.count), ExpectedItem: offer.itemID}) } return rows } func (s *Service) clearOnlineItemTrade(trade *onlineItemTrade) { s.tradeMu.Lock() defer s.tradeMu.Unlock() if trade != nil { for _, characterID := range trade.participants { if s.itemTrades[characterID] == trade { delete(s.itemTrades, characterID) } } } } func (s *Service) cancelOnlineItemTrade(trade *onlineItemTrade, reason string) { if trade == nil { return } firstID, secondID := trade.participants[0], trade.participants[1] firstOffers, secondOffers := snapshotOnlineItemTradeOffers(trade, firstID), snapshotOnlineItemTradeOffers(trade, secondID) firstGold, secondGold := snapshotOnlineItemTradeGold(trade, firstID), snapshotOnlineItemTradeGold(trade, secondID) s.clearOnlineItemTrade(trade) for _, row := range []struct { characterID uint16 offers []onlineItemTradeOffer gold int64 }{{firstID, firstOffers, firstGold}, {secondID, secondOffers, secondGold}} { if session, online := s.onlineGameSession(row.characterID); online { _ = s.sendGameUpperRawClassCodec(session, currentItemTradeCancelMsg, buildOnlineItemTradeCancelBody(row.offers, row.gold), 0, true) } } s.logInfo("dnfbridge item trade cancelled", "first_char_id", firstID, "second_char_id", secondID, "reason", reason) } func (s *Service) detachOnlineItemTrade(session *gameSession, reason string) { if s == nil || session == nil || session.selectedCharacterID == 0 { return } s.tradeMu.Lock() trade := s.itemTrades[session.selectedCharacterID] s.tradeMu.Unlock() if trade != nil { s.cancelOnlineItemTrade(trade, reason) } } func buildOnlineItemTradeMoveAck(request inventory.MoveItemspaceRequest) []byte { var writer packetWriter writer.writeByte(request.SourceListType) writer.writeUint16(uint16(request.SourceSlotIndex)) writer.writeInt32(int(request.MoveCount)) writer.writeByte(request.DestinationListType) writer.writeUint16(uint16(request.DestinationSlotIndex)) return writer.bytes() } func buildOnlineItemTradeStateBody(characterID uint16, state byte) []byte { var writer packetWriter writer.writeUint16(characterID) writer.writeByte(state) return writer.bytes() } func buildOnlineItemTradeCancelBody(offers []onlineItemTradeOffer, gold int64) []byte { var writer packetWriter count := len(offers) if gold > 0 { count++ } writer.writeUint16(uint16(count)) if gold > 0 { writer.writeUint16(0) writer.writeByte(dnfrepo.MainInventoryListType) writer.writeUint16(0) } for _, offer := range offers { writer.writeUint16(offer.tradeSlot) writer.writeByte(offer.sourceList) writer.writeUint16(uint16(offer.sourceSlot)) } return writer.bytes() } // buildOnlineItemTradeFinishBody 构造 op18「交易完成」包体。 // // 客户端处理器 sub_1D61130 的解析格式(反汇编确认): // // u16 行数 // 行数 × (u16 交易槽, u16 目标槽) // // 之后不再读任何字节 —— 也就是**没有独立的金币字段**。 // // 实测缺陷:只发物品行时,纯金币交易的行数是 0,客户端据此认为「没有结果」而 // 完全不弹结果窗(收到金币的一方尤其明显);有物品时行数 >0 才会弹,但金额恒为 0。 // // 因此这里为**收到金币**的一方补一条金币伪行,让行数至少为 1: // 交易槽 0(交易界面的 0..2 是保留伪行,0 = 金币)、目标槽 0(钱包伪行), // 与 op16 取消包体里的金币行同构(buildOnlineItemTradeCancelBody)。 // // 这是本轮实验:先验证「行数>0 才弹窗」这个条件。金额字段能否一并显示, // 取决于客户端弹窗的数据来源(它读的是已被清空的交易状态),可能仍需客户端侧改动。 func buildOnlineItemTradeFinishBody(transfers []itemtrade.Transfer, receivedGold int64) []byte { rows := len(transfers) if receivedGold > 0 { rows++ } var writer packetWriter writer.writeUint16(uint16(rows)) for _, transfer := range transfers { writer.writeUint16(transfer.TradeSlot) writer.writeUint16(uint16(transfer.DestinationSlot)) } if receivedGold > 0 { writer.writeUint16(0) writer.writeUint16(0) } return writer.bytes() } func cloneOnlineItemTradeStack(stack dnfrepo.ItemStack) dnfrepo.ItemStack { stack.RawEntry = append([]byte(nil), stack.RawEntry...) if stack.Extra != nil { extra := make(map[string]string, len(stack.Extra)) for key, value := range stack.Extra { extra[key] = value } stack.Extra = extra } return stack }