Files
90CNServer/server/internal/services/dnfbridge/companion_dungeon_progression_live.go
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

142 lines
6.7 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"fmt"
"reflect"
"strconv"
dnfcompanion "longheng.io/server/internal/modules/dnf/companion"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
"longheng.io/server/internal/platform/eventloop"
)
const currentDungeonCompanionProjectionFlagProgression = byte(2)
// EXP owners can hold dungeon.mu. Post to the existing character event owner
// so the refresh runs immediately after that transaction/death notification,
// with the lock released and without waiting for a room change or dungeon exit.
func (s *Service) queueCurrentDungeonCompanionProgressionRefresh(session *gameSession, sourceID string) {
runtime := session.dungeon.runtime
if runtime == nil || runtime.Companion == nil || !runtime.Companion.Ready {
return
}
// Direct owner calls (also used by focused tests) have no event queue and
// already own the session; they can be inside the dungeon lock.
if session.events == nil || session.events.loop == nil {
if err := s.refreshCurrentDungeonCompanionProgression(context.Background(), session, runtime, sourceID); err != nil {
s.logGameEvent(session, "game-dungeon-companion-live-refresh-failed", "source_character_id", sourceID, "error", err)
}
return
}
// Submission originates inside this same event owner: it must not block
// on a full queue. A later committed EXP event can retry a failed enqueue.
err := session.events.loop.Submit(eventloop.Event{Type: "companion-progression-refresh", Priority: eventloop.PriorityHigh,
Data: gameSessionEventTask{source: "companion-progression-refresh", characterID: session.selectedCharacterID,
characterGeneration: session.characterGeneration, async: true, run: func() error {
session.dungeon.mu.Lock()
defer session.dungeon.mu.Unlock()
if session.dungeon.runtime != runtime || !dungeonRuntimeOwnsCharacter(runtime, session.selectedCharacterID) {
return nil
}
if err := s.refreshCurrentDungeonCompanionProgression(context.Background(), session, runtime, sourceID); err != nil {
s.logGameEvent(session, "game-dungeon-companion-live-refresh-failed", "source_character_id", sourceID, "error", err)
}
return nil
}}})
if err != nil {
s.logGameEvent(session, "game-dungeon-companion-live-refresh-failed", "source_character_id", sourceID, "error", err)
}
}
// Called under dungeon.mu. Keep this run's selection and equipment; only the
// committed progression and the balance owner's current level/stats can change.
func (s *Service) refreshCurrentDungeonCompanionProgression(ctx context.Context, session *gameSession, runtime *runtimeDungeonState, sourceID string) error {
run := runtime.Companion
if run == nil || !run.Ready {
return nil
}
repos, ok := s.repositoryGroup()
if !ok {
return dnfrepo.ErrCompanionReadUnavailable
}
reader, ok := repos.Character.(dnfrepo.CompanionSourceReader)
if !ok {
return dnfrepo.ErrCompanionReadUnavailable
}
for i := range run.Sources {
entry := &run.Sources[i]
if !entry.Ready || strconv.Itoa(int(entry.SourceCharacterID)) != sourceID {
continue
}
old := entry.ProgressionSnapshot
if old.Source.CharacterID == "" || len(entry.Body) < currentDungeonCompanionProjectionHeaderSize {
return fmt.Errorf("companion progression snapshot missing: source=%s", sourceID)
}
state, err := reader.ReadCompanionSource(ctx, old.Owner.AccountID, old.Owner.CharacterID, sourceID)
if err != nil {
return err
}
if state.Source.Level == old.Source.Level && (!entry.BalanceEnabled || state.Owner.Level == old.Owner.Level) &&
state.Source.Stats["grow_type"] == old.Source.Stats["grow_type"] &&
state.Source.Stats["ex_equip_slot_stat"] == old.Source.Stats["ex_equip_slot_stat"] &&
reflect.DeepEqual(state.Skill.Skills, old.Skill.Skills) && reflect.DeepEqual(state.Skill.Layouts, old.Skill.Layouts) {
return nil
}
state.Equipment = dnfrepo.CloneEquipment(old.Equipment)
state.HasEquipment = old.HasEquipment
option := currentDungeonCompanionProjectionOptions{AIProfile: entry.AIProfile}
if entry.BalanceEnabled {
option.EffectiveLevel, option.Mode1, _, err = s.buildCurrentDungeonCompanionBalanceMode1(ctx, session, state)
} else {
stats, found := s.characterPVFStatsForUserInfo(ctx, session, state.Source, true)
if !found {
return fmt.Errorf("companion progression PVF stats unavailable: source=%s", sourceID)
}
character := dnfrepo.CloneCharacter(state.Source)
if character.Stats == nil {
character.Stats = make(map[string]int64)
}
for key, value := range characterPVFStatValues(stats) {
character.Stats[key] = value
}
r := csharpLegacyUserInfoReader{ctx: ctx, characterID: sourceID, service: s, session: session,
suppressActorSkillResources: true, equipmentSnapshot: &state.Equipment}
// Keep the embedded APC owner paired with its 0/0 mode0 template.
option.Mode1 = r.buildCurrentUserInfoMode1WithEquipmentForOwner(character, true, currentDungeonCompanionProjectionObjectKey, true, 0, currentSceneObjectRoute, currentSceneObjectContext)
}
if err != nil {
return err
}
selection := dnfcompanion.Selection{AccountID: state.Owner.AccountID, OwnerCharacterID: state.Owner.CharacterID,
SourceCharacterID: sourceID, OnlineStateKnown: true}
projection, body, err := buildCurrentDungeonCompanionProjectionEnvelope(state, selection, s.gameplayNow(), option)
if err != nil {
return err
}
// Bind to the exact spawn packet, not an actor key inferred from combat.
// A distinct flag never enters the client's summon queue.
copy(body[8:16], entry.Body[8:16])
live := append([]byte(nil), body...)
// Creation carries the AI plan in this word; a live progression packet
// carries EXP there. Keep the two packet kinds mutually exclusive.
live[5] = currentDungeonCompanionProjectionFlagPresent | currentDungeonCompanionProjectionFlagProgression
binary.LittleEndian.PutUint32(live[68:72], statU32(state.Source, "exp", 0))
if err := s.sendGameUpperRawClass(session, currentDungeonCompanionProjectionOpcode, live, 0); err != nil {
return err
}
previousLevel := entry.Projection.Level
entry.Projection, entry.Body, entry.ProgressionSnapshot = projection.Clone(), body, state
entry.EffectiveLevel, entry.SnapshotAt, entry.SnapshotFingerprint = projection.Level, s.gameplayNow(), projection.Fingerprint()
if run.SourceCharacterID == entry.SourceCharacterID {
run.Projection, run.Body = projection.Clone(), append([]byte(nil), body...)
run.SnapshotAt, run.SnapshotFingerprint = entry.SnapshotAt, entry.SnapshotFingerprint
}
s.logGameEvent(session, "game-dungeon-companion-live-refresh-send", "source_character_id", sourceID,
"previous_level", previousLevel, "level", projection.Level, "learned_skills", len(state.Skill.Skills),
"dungeon_id", runtime.Dungeon.ID, "current_dungeon", true)
}
return nil
}