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

471 lines
20 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"encoding/hex"
"errors"
"fmt"
"math"
"strconv"
"strings"
"time"
"golang.org/x/text/encoding/simplifiedchinese"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const (
currentUseCharacterRenameCardBodySize = 2
currentCharacterRenameMaxNameBytes = 30
currentCharacterRenameMinimumLevel = 30
// currentCharacterRenameCooldown is the operator-confirmed retail rule: after a
// rename the character cannot be renamed again for 90 days. The other half of
// the rule is currentCharacterRenameReservation below - the *old name* stays
// reserved for 180 days so nobody else can take it.
//
// It was temporarily lifted on 2026-09-23 while the arbitrary-card flow was
// being verified (a character renamed minutes earlier could not be used to test
// a second card) and is restored here with the rest of the flow.
currentCharacterRenameCooldown = 90 * 24 * time.Hour
currentCharacterRenameReservation = 180 * 24 * time.Hour
currentCharacterRenameEntitlementStat = "character_rename_entitlement_count"
currentCharacterRenameLastUnixStat = "character_rename_last_unix"
// currentCharacterRenamePendingFlag is the value the current client reads
// in the two roster bytes between the character-name DSTR and job/grow/level.
// The 86-generation reference server (S4A12
// Network/Builders/Init/AccountCharacterListBodyBuilder) writes this same
// byte twice for a character whose rename card is in effect, and the
// selection screen then renders that card as waiting for a rename instead
// of letting the player enter the game.
currentCharacterRenamePendingFlag byte = 0x01
currentCharacterRenameReservationKey = "character_rename_reservation:"
currentCharacterRenameRosterMarker = "stdnf"
currentCharacterRenameRosterWideUnits = 12
currentCharacterRenameFailureNameTooLong byte = 1
currentCharacterRenameFailureDatabase byte = 2
currentCharacterRenameFailureUnavailable byte = 7
currentCharacterRenameFailureInvalidName byte = 159
)
var (
errCurrentCharacterRenameMalformed = errors.New("character rename request is malformed")
errCurrentCharacterRenameNameTooLong = errors.New("character rename name is too long")
errCurrentCharacterRenameNameInvalid = errors.New("character rename name is invalid")
errCurrentCharacterRenameOwnerInvalid = errors.New("character rename owner is invalid")
errCurrentCharacterRenameCardInvalid = errors.New("character rename card is invalid")
errCurrentCharacterRenameEntitlement = errors.New("character rename entitlement is unavailable")
errCurrentCharacterRenameLevel = errors.New("character rename level is too low")
errCurrentCharacterRenameCooldownActive = errors.New("character rename cooldown is active")
errCurrentCharacterRenameDuplicate = errors.New("character rename target already exists")
errCurrentCharacterRenameReserved = errors.New("character rename target is reserved")
errCurrentCharacterRenameOldNameMismatch = errors.New("character rename current name does not match")
)
type currentUseCharacterRenameCardRequest struct {
Slot int16
}
type currentCharacterRenameRequest struct {
Selector byte
OldRaw []byte
NewRaw []byte
State byte
}
type currentUseCharacterRenameCardResult struct {
Update currentItemListEntry
}
func parseCurrentUseCharacterRenameCard(body []byte) (currentUseCharacterRenameCardRequest, error) {
if len(body) != currentUseCharacterRenameCardBodySize {
return currentUseCharacterRenameCardRequest{}, errCurrentCharacterRenameMalformed
}
return currentUseCharacterRenameCardRequest{Slot: int16(binary.LittleEndian.Uint16(body))}, nil
}
func parseCurrentCharacterRename(body []byte) (currentCharacterRenameRequest, error) {
if len(body) < 11 {
return currentCharacterRenameRequest{}, errCurrentCharacterRenameMalformed
}
request := currentCharacterRenameRequest{Selector: body[0]}
oldRaw, next, err := readCurrentCharacterRenameDSTR(body, 1)
if err != nil {
return currentCharacterRenameRequest{}, err
}
newRaw, next, err := readCurrentCharacterRenameDSTR(body, next)
if err != nil {
return currentCharacterRenameRequest{}, err
}
if next+1 != len(body) {
return currentCharacterRenameRequest{}, errCurrentCharacterRenameMalformed
}
request.OldRaw = oldRaw
request.NewRaw = newRaw
request.State = body[next]
return request, nil
}
func readCurrentCharacterRenameDSTR(body []byte, offset int) ([]byte, int, error) {
if offset < 0 || offset+4 > len(body) {
return nil, 0, errCurrentCharacterRenameMalformed
}
length := uint64(binary.LittleEndian.Uint32(body[offset : offset+4]))
if length > currentCharacterRenameMaxNameBytes {
return nil, 0, errCurrentCharacterRenameNameTooLong
}
start := offset + 4
end64 := uint64(start) + length
if length == 0 || end64 > uint64(len(body)) {
return nil, 0, errCurrentCharacterRenameMalformed
}
end := int(end64)
return append([]byte(nil), body[start:end]...), end, nil
}
func normalizeLegacyCharacterRenameBody(body []byte) []byte {
if _, err := parseCurrentCharacterRename(body); err == nil {
return body
}
const trailerSize = 4
if len(body) <= trailerSize {
return body
}
semantic := body[:len(body)-trailerSize]
if _, err := parseCurrentCharacterRename(semantic); err != nil {
return body
}
return append([]byte(nil), semantic...)
}
func validateCurrentCharacterRenameName(raw []byte) (string, error) {
if len(raw) == 0 {
return "", errCurrentCharacterRenameNameInvalid
}
if len(raw) > currentCharacterRenameMaxNameBytes {
return "", errCurrentCharacterRenameNameTooLong
}
name, err := decodeValidatedCharacterName(raw)
if err != nil {
return "", errCurrentCharacterRenameNameInvalid
}
encoded, err := simplifiedchinese.GB18030.NewEncoder().Bytes([]byte(name))
if len(encoded) > currentCharacterRenameMaxNameBytes {
return "", errCurrentCharacterRenameNameTooLong
}
return name, nil
}
// currentCharacterRenamePending reports whether this character owns an unused
// rename entitlement: a rename card was bought (auto-use product) or used and
// the rename itself has not been committed yet. It is the roster projection's
// only source of truth for the pending-rename card state.
func currentCharacterRenamePending(character dnfrepo.CharacterRecord) bool {
return character.Stats != nil && character.Stats[currentCharacterRenameEntitlementStat] > 0
}
func characterRenameReservationMetadataKey(name string) (string, error) {
encoded, err := simplifiedchinese.GB18030.NewEncoder().Bytes([]byte(name))
if err != nil || len(encoded) == 0 || len(encoded) > currentCharacterRenameMaxNameBytes {
return "", errCurrentCharacterRenameNameInvalid
}
return currentCharacterRenameReservationKey + hex.EncodeToString(encoded), nil
}
func (s *Service) handleCurrentUseCharacterRenameCard(session *gameSession, body []byte) error {
request, err := parseCurrentUseCharacterRenameCard(body)
if err != nil {
s.logGameEvent(session, "game-character-rename-card-rejected", "body_len", len(body), "reason", err)
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketUseRenameCard), currentCharacterRenameFailureUnavailable)
}
catalog, err := s.currentCeraShopCatalog()
if err != nil {
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketUseRenameCard), currentCharacterRenameFailureDatabase)
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.CeraShopAssets == nil {
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketUseRenameCard), currentCharacterRenameFailureDatabase)
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
s.ceraShopPurchaseMu.Lock()
result, err := commitCurrentUseCharacterRenameCard(
ctx, repositories, catalog,
strings.TrimSpace(s.accountIDForSession(session)),
selectedCharacterIDString(session), request, s.gameplayNow().UTC(),
)
s.ceraShopPurchaseMu.Unlock()
if err != nil {
code := currentCharacterRenameFailureDatabase
if errors.Is(err, errCurrentCharacterRenameCardInvalid) ||
errors.Is(err, errCurrentCharacterRenameOwnerInvalid) ||
errors.Is(err, errCurrentCharacterRenameEntitlement) ||
errors.Is(err, errCurrentCharacterRenameLevel) ||
errors.Is(err, errCurrentCharacterRenameCooldownActive) {
code = currentCharacterRenameFailureUnavailable
}
s.logGameEvent(session, "game-character-rename-card-rejected", "slot", request.Slot, "reason", err)
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketUseRenameCard), code)
}
if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), buildCurrentItemUpdateBody(dnfrepo.MainInventoryListType, []currentItemListEntry{result.Update}), 0); err != nil {
return err
}
if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketUseRenameCard), nil); err != nil {
return err
}
s.logGameEvent(session, "game-character-rename-card-accepted",
"slot", request.Slot,
"sequence", "item_update_sent_ack_sent_then_server_owned_return_to_select")
// The card is consumed and the pending-rename entitlement is stored; the client
// does not return to the character-select screen on its own, so the server does
// it here, exactly like the 86-generation reference server does after
// USE_RENAME_CARD.
if err := s.returnToCharacterSelectAfterRenameCard(session); err != nil {
return err
}
return nil
}
func commitCurrentUseCharacterRenameCard(
ctx context.Context,
repositories dnfrepo.Group,
catalog *pvfCeraShopCatalog,
accountID string,
characterID string,
request currentUseCharacterRenameCardRequest,
now time.Time,
) (currentUseCharacterRenameCardResult, error) {
if repositories.CeraShopAssets == nil || catalog == nil || catalog.items == nil || accountID == "" || characterID == "" || request.Slot < 0 {
return currentUseCharacterRenameCardResult{}, errCurrentCharacterRenameOwnerInvalid
}
var result currentUseCharacterRenameCardResult
err := repositories.CeraShopAssets.WithinCeraShopAssets(
ctx, accountID, characterID, dnfrepo.CharacterContainerStateScope(characterID),
func(accounts dnfrepo.AccountRepository, _ dnfrepo.AccountInventoryRepository, characters dnfrepo.CharacterRepository, inventories dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository, _ dnfrepo.SettingsRepository) error {
account, found, err := accounts.Load(ctx, accountID)
if err != nil {
return err
}
if !found {
return errCurrentCharacterRenameOwnerInvalid
}
character, found, err := characters.Load(ctx, characterID)
if err != nil {
return err
}
if !found || strings.TrimSpace(character.AccountID) != accountID || strings.TrimSpace(account.AccountID) != accountID {
return errCurrentCharacterRenameOwnerInvalid
}
if character.Level < currentCharacterRenameMinimumLevel {
return errCurrentCharacterRenameLevel
}
if character.Stats != nil && character.Stats[currentCharacterRenameEntitlementStat] != 0 {
return errCurrentCharacterRenameEntitlement
}
// Arming the pending rename. The 90-day cooldown is checked here as well
// as on the commit path: a player inside the window must not even be
// able to consume a card, because the card is gone either way.
lastRename := int64(0)
if character.Stats != nil {
lastRename = character.Stats[currentCharacterRenameLastUnixStat]
}
if lastRename < 0 || lastRename > 0 && now.Unix() < lastRename+int64(currentCharacterRenameCooldown/time.Second) {
return errCurrentCharacterRenameCooldownActive
}
inventory, found, err := inventories.Load(ctx, characterID)
if err != nil {
return err
}
if !found || strings.TrimSpace(inventory.CharacterID) != characterID {
return errCurrentCharacterRenameOwnerInvalid
}
key := currentCeraShopInventorySlotKey(dnfrepo.MainInventoryListType, request.Slot)
stack, found := inventory.Slots[key]
if !found || stack.ItemID <= 0 || stack.ItemID > math.MaxUint32 || stack.Count <= 0 {
return errCurrentCharacterRenameCardInvalid
}
definition, err := catalog.items.ResolveItem(uint32(stack.ItemID))
if err != nil {
return fmt.Errorf("%w: item=%d: %v", errCurrentCharacterRenameCardInvalid, stack.ItemID, err)
}
if _, card := catalog.characterRenameCardKind(definition); !card {
return fmt.Errorf("%w: item=%d path=%s", errCurrentCharacterRenameCardInvalid, stack.ItemID, definition.PVFPath)
}
stack.Count--
if stack.Count == 0 {
delete(inventory.Slots, key)
result.Update.patchCore(request.Slot, math.MaxUint32, 0)
} else {
result.Update = currentItemListEntryFromStack(dnfrepo.MainInventoryListType, request.Slot, stack)
stack.RawEntry = append([]byte(nil), result.Update.data[:]...)
inventory.Slots[key] = stack
}
if character.Stats == nil {
character.Stats = make(map[string]int64, 4)
}
character.Stats[currentCharacterRenameEntitlementStat] = 1
character.UpdatedAt = now
inventory.UpdatedAt = now
if err := dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats); err != nil {
return err
}
return dnfrepo.SaveInventoryFields(ctx, inventories, inventory, dnfrepo.InventoryFieldSlots)
},
)
if err != nil {
return currentUseCharacterRenameCardResult{}, err
}
return result, nil
}
func (s *Service) handleCurrentChangeCharacterName(session *gameSession, body []byte) error {
request, err := parseCurrentCharacterRename(body)
if err != nil {
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketChangeCharacName), currentCharacterRenameFailureCode(err))
}
oldName, err := validateCurrentCharacterRenameName(request.OldRaw)
if err != nil {
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketChangeCharacName), currentCharacterRenameFailureCode(err))
}
newName, err := validateCurrentCharacterRenameName(request.NewRaw)
if err != nil {
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketChangeCharacName), currentCharacterRenameFailureCode(err))
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.CeraShopAssets == nil || repositories.Character == nil {
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketChangeCharacName), currentCharacterRenameFailureDatabase)
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
accountID := strings.TrimSpace(s.accountIDForSession(session))
targetCharacterID, err := currentCharacterRenameTargetID(ctx, repositories.Character, accountID, request.Selector)
if err != nil {
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketChangeCharacName), currentCharacterRenameFailureCode(err))
}
s.ceraShopPurchaseMu.Lock()
err = commitCurrentCharacterRename(ctx, repositories, accountID, targetCharacterID, oldName, newName, s.currentRegionID(), s.gameplayNow().UTC())
s.ceraShopPurchaseMu.Unlock()
if err != nil {
s.logGameEvent(session, "game-character-rename-rejected", "old_name", oldName, "new_name", newName, "selector", request.Selector, "state", request.State, "reason", err)
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketChangeCharacName), currentCharacterRenameFailureCode(err))
}
s.logGameEvent(session, "game-character-rename-committed", "old_name", oldName, "new_name", newName, "selector", request.Selector, "state", request.State)
return s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketChangeCharacName), nil)
}
func currentCharacterRenameTargetID(ctx context.Context, repository dnfrepo.CharacterRepository, accountID string, selector byte) (string, error) {
if repository == nil || strings.TrimSpace(accountID) == "" {
return "", errCurrentCharacterRenameOwnerInvalid
}
characters, err := repository.ListByAccount(ctx, accountID, dnfrepo.MaxCharacterSlotLimit)
if err != nil {
return "", err
}
for _, character := range characters {
if character.Slot == int(selector) && strings.TrimSpace(character.AccountID) == accountID && strings.TrimSpace(character.CharacterID) != "" {
return strings.TrimSpace(character.CharacterID), nil
}
}
return "", fmt.Errorf("%w: selector=%d", errCurrentCharacterRenameOwnerInvalid, selector)
}
func commitCurrentCharacterRename(ctx context.Context, repositories dnfrepo.Group, accountID, characterID, oldName, newName string, serverID byte, now time.Time) error {
if repositories.CeraShopAssets == nil || accountID == "" || characterID == "" || oldName == "" || newName == "" {
return errCurrentCharacterRenameOwnerInvalid
}
return repositories.CeraShopAssets.WithinCeraShopAssets(
ctx, accountID, characterID, dnfrepo.CharacterContainerStateScope(characterID),
func(accounts dnfrepo.AccountRepository, _ dnfrepo.AccountInventoryRepository, characters dnfrepo.CharacterRepository, _ dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository, _ dnfrepo.SettingsRepository) error {
account, found, err := accounts.Load(ctx, accountID)
if err != nil {
return err
}
if !found || strings.TrimSpace(account.AccountID) != accountID {
return errCurrentCharacterRenameOwnerInvalid
}
character, found, err := characters.Load(ctx, characterID)
if err != nil {
return err
}
if !found || strings.TrimSpace(character.AccountID) != accountID {
return errCurrentCharacterRenameOwnerInvalid
}
canonicalOldName := character.Name
if oldName != canonicalOldName && oldName != currentCharacterRenameRosterName(character) {
return errCurrentCharacterRenameOldNameMismatch
}
if character.Level < currentCharacterRenameMinimumLevel {
return errCurrentCharacterRenameLevel
}
if character.Stats == nil || character.Stats[currentCharacterRenameEntitlementStat] <= 0 {
return errCurrentCharacterRenameEntitlement
}
nowUnix := now.Unix()
lastRename := character.Stats[currentCharacterRenameLastUnixStat]
if lastRename > 0 && nowUnix < lastRename+int64(currentCharacterRenameCooldown/time.Second) {
return errCurrentCharacterRenameCooldownActive
}
if existingID, duplicate, err := characters.FindIDByName(ctx, newName); err != nil {
return err
} else if duplicate {
return fmt.Errorf("%w: character=%s", errCurrentCharacterRenameDuplicate, existingID)
}
newNameReservationKey, err := characterRenameReservationMetadataKey(newName)
if err != nil {
return err
}
if reservedUntil, parseErr := strconv.ParseInt(strings.TrimSpace(account.Metadata[newNameReservationKey]), 10, 64); parseErr == nil && reservedUntil > nowUnix {
return errCurrentCharacterRenameReserved
}
oldNameReservationKey, err := characterRenameReservationMetadataKey(canonicalOldName)
if err != nil {
return err
}
if account.Metadata == nil {
account.Metadata = make(map[string]string, 4)
}
account.Metadata[oldNameReservationKey] = strconv.FormatInt(now.Add(currentCharacterRenameReservation).Unix(), 10)
// Record the rename for the 角色名称变更记录 window. It rides the
// account record this transaction already saves, so a rolled-back
// rename cannot leave a dangling record behind.
appendCurrentCharacterRenameLog(&account, characterID, canonicalOldName, serverID, now)
character.Name = newName
character.Stats[currentCharacterRenameEntitlementStat] = 0
character.Stats[currentCharacterRenameLastUnixStat] = nowUnix
account.UpdatedAt = now
character.UpdatedAt = now
if err := accounts.Save(ctx, account); err != nil {
return err
}
return dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldBase, dnfrepo.CharacterFieldStats)
},
)
}
func currentCharacterRenameFailureCode(err error) byte {
switch {
case errors.Is(err, errCurrentCharacterRenameNameTooLong):
return currentCharacterRenameFailureNameTooLong
case errors.Is(err, errCurrentCharacterRenameNameInvalid), errors.Is(err, errCurrentCharacterRenameMalformed):
return currentCharacterRenameFailureInvalidName
case errors.Is(err, errCurrentCharacterRenameDuplicate), errors.Is(err, errCurrentCharacterRenameReserved),
errors.Is(err, errCurrentCharacterRenameOwnerInvalid), errors.Is(err, errCurrentCharacterRenameEntitlement),
errors.Is(err, errCurrentCharacterRenameLevel), errors.Is(err, errCurrentCharacterRenameCooldownActive),
errors.Is(err, errCurrentCharacterRenameOldNameMismatch):
return currentCharacterRenameFailureUnavailable
default:
return currentCharacterRenameFailureDatabase
}
}
func selectedCharacterIDString(session *gameSession) string {
if session == nil || session.selectedCharacterID == 0 {
return ""
}
return strconv.FormatUint(uint64(session.selectedCharacterID), 10)
}