Files
hanfuit 645b64fe21 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
2026-11-04 14:31:55 +08:00

412 lines
12 KiB
Go

package skill
import (
"context"
"errors"
"fmt"
"reflect"
"strings"
"time"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
var (
ErrSceneOwnerUnavailable = errors.New("scene skill owner is unavailable")
ErrCharacterRequired = errors.New("scene skill character id is required")
ErrSkillRecordMissing = errors.New("scene skill record is missing")
ErrSeedInvalid = errors.New("scene skill seed is invalid")
ErrLayoutBuilderRequired = errors.New("scene skill layout builder is required")
)
type BackfillCommand struct {
CharacterID string
Seed dnfrepo.SkillRecord
UpdatedAt time.Time
}
type SyncPointsCommand struct {
CharacterID string
TreeIndex int
Target dnfrepo.SkillPointState
UpdatedAt time.Time
}
type EnsureTreeCommand struct {
CharacterID string
TreeIndex int
State dnfrepo.SkillTreeState
Layout dnfrepo.SkillLayout
UpdatedAt time.Time
}
type EnsureBaselineCommand struct {
CharacterID string
TreeCount int
Levels map[uint16]int
UpdatedAt time.Time
}
type LayoutBuilder func(dnfrepo.SkillRecord) (dnfrepo.SkillLayout, error)
type EnsureLayoutCommand struct {
CharacterID string
TreeIndex int
UpdatedAt time.Time
Build LayoutBuilder
}
// SceneOwner owns missing-record backfill, SP/TP ledger repair, and missing
// quick-layout persistence. Current-client protobuf projection and PVF layout
// selection remain outside this repository boundary.
type SceneOwner struct {
skills dnfrepo.CharacterSkillUnitOfWork
}
func NewSceneOwner(repositories dnfrepo.Group) (*SceneOwner, error) {
if repositories.CharacterSkills == nil {
return nil, ErrSceneOwnerUnavailable
}
return &SceneOwner{skills: repositories.CharacterSkills}, nil
}
func (o *SceneOwner) Backfill(ctx context.Context, command BackfillCommand) (dnfrepo.SkillRecord, bool, error) {
characterID := strings.TrimSpace(command.CharacterID)
if characterID == "" {
return dnfrepo.SkillRecord{}, false, ErrCharacterRequired
}
if strings.TrimSpace(command.Seed.CharacterID) != characterID || len(command.Seed.Skills) == 0 {
return dnfrepo.SkillRecord{}, false, ErrSeedInvalid
}
if o == nil || o.skills == nil {
return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable
}
ctx = normalizedSceneContext(ctx)
if err := ctx.Err(); err != nil {
return dnfrepo.SkillRecord{}, false, err
}
seed := dnfrepo.CloneSkill(command.Seed)
seed.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
selected := dnfrepo.SkillRecord{}
persisted := false
err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
current, found, err := skills.Load(ctx, characterID)
if err != nil {
return err
}
if found && len(current.Skills) > 0 {
selected = dnfrepo.CloneSkill(current)
return nil
}
if found {
seed.Cooldowns = current.Cooldowns
}
if err := dnfrepo.SaveSkillFields(
ctx,
skills,
seed,
dnfrepo.SkillFieldSkills,
dnfrepo.SkillFieldPoints,
dnfrepo.SkillFieldTrees,
dnfrepo.SkillFieldLayouts,
); err != nil {
return err
}
selected = dnfrepo.CloneSkill(seed)
persisted = true
return nil
})
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
if len(selected.Skills) == 0 {
return dnfrepo.SkillRecord{}, false, ErrSkillRecordMissing
}
return selected, persisted, nil
}
func (o *SceneOwner) SyncPoints(ctx context.Context, command SyncPointsCommand) (dnfrepo.SkillRecord, bool, error) {
characterID := strings.TrimSpace(command.CharacterID)
if characterID == "" {
return dnfrepo.SkillRecord{}, false, ErrCharacterRequired
}
if o == nil || o.skills == nil {
return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable
}
ctx = normalizedSceneContext(ctx)
if err := ctx.Err(); err != nil {
return dnfrepo.SkillRecord{}, false, err
}
selected := dnfrepo.SkillRecord{}
persisted := false
err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
current, found, err := skills.Load(ctx, characterID)
if err != nil {
return err
}
if !found || len(current.Skills) == 0 {
return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID)
}
state, treeFound := dnfrepo.SkillTree(current, command.TreeIndex)
if !treeFound {
return fmt.Errorf("%w: character=%s tree=%d", ErrSkillRecordMissing, characterID, command.TreeIndex)
}
state.Points, persisted, err = SyncPointState(state.Points, command.Target)
if err != nil {
return err
}
if persisted {
dnfrepo.SetSkillTree(&current, command.TreeIndex, state)
current.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
field := dnfrepo.SkillFieldPoints
if command.TreeIndex != 0 {
field = dnfrepo.SkillFieldTrees
}
if err := dnfrepo.SaveSkillFields(ctx, skills, current, field); err != nil {
return err
}
}
selected = dnfrepo.CloneSkill(current)
return nil
})
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
return selected, persisted, nil
}
// EnsureTree creates only a missing alternate plan. Existing learned levels,
// point ledgers, and layouts are left untouched.
func (o *SceneOwner) EnsureTree(ctx context.Context, command EnsureTreeCommand) (dnfrepo.SkillRecord, bool, error) {
characterID := strings.TrimSpace(command.CharacterID)
if characterID == "" {
return dnfrepo.SkillRecord{}, false, ErrCharacterRequired
}
if command.TreeIndex <= 0 || len(command.State.Skills) == 0 || len(command.Layout) == 0 {
return dnfrepo.SkillRecord{}, false, ErrSeedInvalid
}
if o == nil || o.skills == nil {
return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable
}
ctx = normalizedSceneContext(ctx)
if err := ctx.Err(); err != nil {
return dnfrepo.SkillRecord{}, false, err
}
selected := dnfrepo.SkillRecord{}
persisted := false
err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
current, found, err := skills.Load(ctx, characterID)
if err != nil {
return err
}
if !found || len(current.Skills) == 0 {
return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID)
}
if _, exists := dnfrepo.SkillTree(current, command.TreeIndex); exists {
selected = dnfrepo.CloneSkill(current)
return nil
}
current = dnfrepo.CloneSkill(current)
dnfrepo.SetSkillTree(&current, command.TreeIndex, command.State)
if current.Layouts == nil {
current.Layouts = make(map[int]dnfrepo.SkillLayout)
}
current.Layouts[command.TreeIndex] = cloneSceneLayout(command.Layout)
current.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
if err := dnfrepo.SaveSkillFields(ctx, skills, current, dnfrepo.SkillFieldTrees, dnfrepo.SkillFieldLayouts); err != nil {
return err
}
selected = dnfrepo.CloneSkill(current)
persisted = true
return nil
})
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
return selected, persisted, nil
}
// EnsureBaseline idempotently restores PVF-owned free skills in every current
// EXE skill plan. It only raises missing/lower free levels and never spends or
// refunds SP/TP, removes learned skills, or changes quick-slot layouts.
func (o *SceneOwner) EnsureBaseline(ctx context.Context, command EnsureBaselineCommand) (dnfrepo.SkillRecord, bool, error) {
characterID := strings.TrimSpace(command.CharacterID)
if characterID == "" {
return dnfrepo.SkillRecord{}, false, ErrCharacterRequired
}
if command.TreeCount <= 0 || len(command.Levels) == 0 {
return dnfrepo.SkillRecord{}, false, ErrSeedInvalid
}
for skillID, level := range command.Levels {
if skillID == 0 || level <= 0 {
return dnfrepo.SkillRecord{}, false, ErrSeedInvalid
}
}
if o == nil || o.skills == nil {
return dnfrepo.SkillRecord{}, false, ErrSceneOwnerUnavailable
}
ctx = normalizedSceneContext(ctx)
if err := ctx.Err(); err != nil {
return dnfrepo.SkillRecord{}, false, err
}
selected := dnfrepo.SkillRecord{}
persisted := false
err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
current, found, err := skills.Load(ctx, characterID)
if err != nil {
return err
}
if !found || len(current.Skills) == 0 {
return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID)
}
current = dnfrepo.CloneSkill(current)
for tree := 0; tree < command.TreeCount; tree++ {
state, treeFound := dnfrepo.SkillTree(current, tree)
if !treeFound {
return fmt.Errorf("%w: character=%s tree=%d", ErrSkillRecordMissing, characterID, tree)
}
if state.Skills == nil {
state.Skills = make(map[int64]dnfrepo.SkillState)
}
treeChanged := false
for skillID, level := range command.Levels {
stateEntry := state.Skills[int64(skillID)]
if stateEntry.Enabled && stateEntry.Level >= level {
continue
}
if stateEntry.Level < level {
stateEntry.Level = level
}
stateEntry.Enabled = true
state.Skills[int64(skillID)] = stateEntry
treeChanged = true
}
if treeChanged {
dnfrepo.SetSkillTree(&current, tree, state)
persisted = true
}
}
if persisted {
current.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
if err := dnfrepo.SaveSkillFields(
ctx,
skills,
current,
dnfrepo.SkillFieldSkills,
dnfrepo.SkillFieldTrees,
); err != nil {
return err
}
}
selected = dnfrepo.CloneSkill(current)
return nil
})
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
return selected, persisted, nil
}
func (o *SceneOwner) EnsureLayout(ctx context.Context, command EnsureLayoutCommand) (dnfrepo.SkillRecord, dnfrepo.SkillLayout, bool, error) {
characterID := strings.TrimSpace(command.CharacterID)
if characterID == "" {
return dnfrepo.SkillRecord{}, nil, false, ErrCharacterRequired
}
if command.Build == nil {
return dnfrepo.SkillRecord{}, nil, false, ErrLayoutBuilderRequired
}
if o == nil || o.skills == nil {
return dnfrepo.SkillRecord{}, nil, false, ErrSceneOwnerUnavailable
}
ctx = normalizedSceneContext(ctx)
if err := ctx.Err(); err != nil {
return dnfrepo.SkillRecord{}, nil, false, err
}
selected := dnfrepo.SkillRecord{}
var selectedLayout dnfrepo.SkillLayout
persisted := false
err := o.skills.WithinCharacterSkill(ctx, characterID, func(skills dnfrepo.SkillRepository) error {
current, found, err := skills.Load(ctx, characterID)
if err != nil {
return err
}
if !found || len(current.Skills) == 0 {
return fmt.Errorf("%w: character=%s", ErrSkillRecordMissing, characterID)
}
layout, err := command.Build(dnfrepo.CloneSkill(current))
if err != nil {
return err
}
selected = dnfrepo.CloneSkill(current)
selectedLayout = cloneSceneLayout(layout)
if existing := current.Layouts[command.TreeIndex]; reflect.DeepEqual(existing, layout) {
return nil
}
if current.Layouts == nil {
current.Layouts = make(map[int]dnfrepo.SkillLayout)
}
current.Layouts[command.TreeIndex] = cloneSceneLayout(layout)
current.UpdatedAt = normalizedSceneTime(command.UpdatedAt)
if err := dnfrepo.SaveSkillFields(ctx, skills, current, dnfrepo.SkillFieldLayouts); err != nil {
return err
}
selected = dnfrepo.CloneSkill(current)
persisted = true
return nil
})
if err != nil {
return dnfrepo.SkillRecord{}, nil, false, err
}
return selected, selectedLayout, persisted, nil
}
func SyncPointState(current dnfrepo.SkillPointState, target dnfrepo.SkillPointState) (dnfrepo.SkillPointState, bool, error) {
if current.TotalSP < 0 || current.RemainingSP < 0 || current.RemainingSP > current.TotalSP ||
current.TotalTP < 0 || current.RemainingTP < 0 || current.RemainingTP > current.TotalTP ||
target.TotalSP < 0 || target.TotalTP < 0 || target.SyncedLevel <= 0 {
return dnfrepo.SkillPointState{}, false, fmt.Errorf(
"invalid SP/TP ledger sync current=%+v target=%+v",
current,
target,
)
}
spentSP := current.TotalSP - current.RemainingSP
spentTP := current.TotalTP - current.RemainingTP
next := target
next.RemainingSP = next.TotalSP - spentSP
if next.RemainingSP < 0 {
next.RemainingSP = 0
}
next.RemainingTP = next.TotalTP - spentTP
if next.RemainingTP < 0 {
next.RemainingTP = 0
}
return next, next != current, nil
}
func normalizedSceneContext(ctx context.Context) context.Context {
if ctx == nil {
return context.Background()
}
return ctx
}
func normalizedSceneTime(value time.Time) time.Time {
value = value.UTC()
if value.IsZero() {
return time.Now().UTC()
}
return value
}
func cloneSceneLayout(layout dnfrepo.SkillLayout) dnfrepo.SkillLayout {
if layout == nil {
return nil
}
cloned := make(dnfrepo.SkillLayout, len(layout))
for slot, skillID := range layout {
cloned[slot] = skillID
}
return cloned
}