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
40 lines
1.2 KiB
Go
40 lines
1.2 KiB
Go
package dnfbridge
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import (
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"fmt"
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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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)
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const currentChannelExitRequestBodySize = 1
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// handleCurrentChannelExit acknowledges the old game connection before the
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// client tears down its scene and opens the selected channel connection.
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// Keep reading after the ACK: current NoPack owns the orderly socket close.
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func (s *Service) handleCurrentChannelExit(session *gameSession, body []byte, source string) error {
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if len(body) != currentChannelExitRequestBodySize {
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return fmt.Errorf(
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"current channel exit body length = %d, want %d",
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len(body),
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currentChannelExitRequestBodySize,
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)
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}
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if err := s.sendGameUpperRawClassNoCodec(
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session,
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uint16(dnfenum.CmdPacketExit),
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[]byte{1},
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dnfproto.DefaultChannelClassification,
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); err != nil {
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return err
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}
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s.logGameEvent(session, "game-channel-exit-acknowledged",
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"source", source,
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"request_body_len", len(body),
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"response_classification", dnfproto.DefaultChannelClassification,
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"response_msg_id", uint16(dnfenum.CmdPacketExit),
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"response_body", "01",
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"socket_owner", "client_closes_old_channel_after_ack")
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return nil
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}
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