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

304 lines
9.9 KiB
Go

package dnfbridge
import (
"context"
"errors"
"fmt"
"strconv"
"time"
"longheng.io/server/internal/modules/dnf/crystalcontract"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
"longheng.io/server/internal/modules/dnf/worldmap"
)
// Crystal Contract is a client-applied weapon attribute whose consumable cost
// belongs to the active dungeon lifecycle. Current NoPack sends op535 only
// when the selection changes and never sends a periodic cube-use command.
const currentCrystalContractConsumeInterval = 30 * time.Second
func (s *Service) armCurrentCrystalContractTimer(
session *gameSession,
runtime *runtimeDungeonState,
) error {
if s == nil || session == nil || runtime == nil || currentDungeonRuntimeIsPractice(runtime) {
return nil
}
owner, err := s.currentCrystalContractOwner()
if err != nil {
return fmt.Errorf("build crystal contract dungeon owner: %w", err)
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
state, err := owner.State(
ctx,
s.accountIDForSession(session),
strconv.Itoa(int(session.selectedCharacterID)),
s.gameplayNow().UTC(),
)
cancel()
if err != nil {
return fmt.Errorf("load crystal contract dungeon state: %w", err)
}
if !state.Active || state.Selection == crystalcontract.SelectionNone || state.CubeItemID <= 0 {
return nil
}
queue := s.ensureGameplayTimeQueue()
if queue == nil {
return errGameplayTimeQueueUnavailable
}
session.dungeon.mu.Lock()
defer session.dungeon.mu.Unlock()
return s.scheduleCurrentCrystalContractTimerLocked(session, runtime, queue)
}
func (s *Service) scheduleCurrentCrystalContractTimerLocked(
session *gameSession,
runtime *runtimeDungeonState,
queue gameplayTimeQueue,
) error {
if session == nil || runtime == nil || queue == nil ||
session.dungeon.runtime != runtime || runtime.lifecycleToken == 0 ||
runtime.lifecycleState != currentDungeonRuntimeActive || runtime.Session == nil ||
runtime.Session.Snapshot().Run.Status != worldmap.DungeonRunActive ||
currentDungeonRuntimeIsPractice(runtime) {
return nil
}
if runtime.crystalContractTimerActive {
return nil
}
runtime.crystalContractTimerGeneration = nextCurrentCrystalContractTimerGeneration(
runtime.crystalContractTimerGeneration,
)
generation := runtime.crystalContractTimerGeneration
timerName := fmt.Sprintf(
"dnf-crystal-contract:%s:run:%d:tick:%d",
session.connID,
runtime.lifecycleToken,
generation,
)
runtime.crystalContractTimerActive = true
runtime.crystalContractTimerName = timerName
runtime.crystalContractTimerDueAt = queue.Now().Add(currentCrystalContractConsumeInterval)
characterID, characterGeneration, err := gameSessionCharacterEventIdentity(
session,
session.selectedCharacterID,
)
if err != nil {
s.cancelCurrentCrystalContractTimerLocked(session, runtime, "timer_character_identity_changed")
return err
}
dungeonID := runtime.Dungeon.ID
runToken := runtime.lifecycleToken
if err := queue.ScheduleAfter(timerName, currentCrystalContractConsumeInterval, func(due time.Time) {
postErr := s.postGameSessionCharacterEvent(
session,
"crystal-contract-timequeue",
characterID,
characterGeneration,
func() error {
s.fireCurrentCrystalContractTimer(session, runtime, generation, due)
return nil
},
)
if postErr != nil && !isClosedGameSessionEventError(postErr) {
s.logPacketEvent("game-session-event-submit-failed",
"conn_id", session.connID,
"source", "crystal-contract-timequeue",
"char_id", characterID,
"character_generation", characterGeneration,
"dungeon_id", dungeonID,
"run_token", runToken,
"error", postErr)
}
}); err != nil {
s.cancelCurrentCrystalContractTimerLocked(session, runtime, "timer_schedule_failed")
return err
}
s.logGameEvent(session, "game-crystal-contract-timer-scheduled",
"char_id", characterID,
"dungeon_id", dungeonID,
"run_token", runToken,
"timer_generation", generation,
"timer_name", timerName,
"due_at_utc", runtime.crystalContractTimerDueAt.UTC().Format(time.RFC3339Nano),
"interval_seconds", int64(currentCrystalContractConsumeInterval/time.Second),
"source", "current_exe_no_periodic_c2s_server_owned_dungeon_tick")
return nil
}
func (s *Service) fireCurrentCrystalContractTimer(
session *gameSession,
runtime *runtimeDungeonState,
generation uint64,
due time.Time,
) {
if s == nil || session == nil || runtime == nil {
return
}
session.dungeon.mu.Lock()
if session.dungeon.runtime != runtime || !runtime.crystalContractTimerActive ||
runtime.crystalContractTimerGeneration != generation || runtime.lifecycleToken == 0 ||
runtime.lifecycleState != currentDungeonRuntimeActive || runtime.Session == nil ||
runtime.Session.Snapshot().Run.Status != worldmap.DungeonRunActive {
session.dungeon.mu.Unlock()
return
}
runtime.crystalContractTimerActive = false
runtime.crystalContractTimerName = ""
runtime.crystalContractTimerDueAt = time.Time{}
runToken := runtime.lifecycleToken
dungeonID := runtime.Dungeon.ID
session.dungeon.mu.Unlock()
owner, err := s.currentCrystalContractOwner()
if err == nil {
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
result, consumeErr := owner.ConsumeSelected(
ctx,
s.accountIDForSession(session),
strconv.Itoa(int(session.selectedCharacterID)),
due.UTC(),
)
cancel()
err = consumeErr
if err == nil {
s.logGameEvent(session, "game-crystal-contract-dungeon-consume-committed",
"char_id", session.selectedCharacterID,
"dungeon_id", dungeonID,
"run_token", runToken,
"timer_generation", generation,
"slot_index", result.SlotIndex,
"item_id", result.ItemID,
"consumed", result.Consumed,
"remaining", result.Remaining,
"selection_after", result.SelectionAfter,
"state_source", "atomic_selected_account_crystal_warehouse_tick")
if sendErr := s.sendCurrentCrystalContractCubeInventoryUpdate(session, result); sendErr != nil {
s.logGameEvent(session, "game-crystal-contract-dungeon-consume-refresh-failed",
"dungeon_id", dungeonID, "run_token", runToken, "error", sendErr)
return
}
if result.SelectionAfter == crystalcontract.SelectionNone {
if sendErr := s.sendCurrentCrystalContractState(session, "dungeon_tick_after_last_selected_cube"); sendErr != nil {
s.logGameEvent(session, "game-crystal-contract-dungeon-state-refresh-failed",
"dungeon_id", dungeonID, "run_token", runToken, "error", sendErr)
}
return
}
s.rearmCurrentCrystalContractTimer(session, runtime)
return
}
}
stop := errors.Is(err, crystalcontract.ErrContractInactive) ||
errors.Is(err, crystalcontract.ErrSelectionInvalid) ||
errors.Is(err, crystalcontract.ErrCubeUnavailable) ||
errors.Is(err, crystalcontract.ErrCubeRequestMismatch)
s.logGameEvent(session, "game-crystal-contract-dungeon-consume-failed",
"char_id", session.selectedCharacterID,
"dungeon_id", dungeonID,
"run_token", runToken,
"timer_generation", generation,
"terminal_for_current_selection", stop,
"error", err)
if stop {
if sendErr := s.sendCurrentCrystalContractState(session, "dungeon_tick_after_selection_became_unavailable"); sendErr != nil {
s.logGameEvent(session, "game-crystal-contract-dungeon-state-refresh-failed",
"dungeon_id", dungeonID, "run_token", runToken, "error", sendErr)
}
return
}
// A transient repository failure must not permanently disable an otherwise
// active contract for the rest of this dungeon attempt.
s.rearmCurrentCrystalContractTimer(session, runtime)
}
func (s *Service) rearmCurrentCrystalContractTimer(
session *gameSession,
runtime *runtimeDungeonState,
) {
queue := s.ensureGameplayTimeQueue()
if queue == nil || session == nil || runtime == nil {
return
}
session.dungeon.mu.Lock()
err := s.scheduleCurrentCrystalContractTimerLocked(session, runtime, queue)
session.dungeon.mu.Unlock()
if err != nil {
s.logGameEvent(session, "game-crystal-contract-timer-rearm-failed", "error", err)
}
}
func (s *Service) sendCurrentCrystalContractCubeInventoryUpdate(
session *gameSession,
result crystalcontract.ConsumeResult,
) error {
stack := dnfrepo.ItemStack{
ItemID: result.ItemID,
Count: result.Remaining,
Extra: map[string]string{"item_kind": "stackable"},
}
if result.Remaining <= 0 {
stack.ItemID = 0
stack.Count = 0
}
entry := currentItemListEntryFromStack(
dnfrepo.MainInventoryListType,
int16(result.SlotIndex),
stack,
)
body := buildCurrentItemUpdateBody(
dnfrepo.MainInventoryListType,
[]currentItemListEntry{entry},
)
return s.sendGameUpperRawClass(
session,
uint16(dnfenum.CmdPacketWalkoutPartyMember),
body,
0,
)
}
// cancelCurrentCrystalContractTimerLocked invalidates a dequeued callback and
// removes the pending named task. The caller holds session.dungeon.mu.
func (s *Service) cancelCurrentCrystalContractTimerLocked(
session *gameSession,
runtime *runtimeDungeonState,
source string,
) {
if runtime == nil {
return
}
wasActive := runtime.crystalContractTimerActive
timerName := runtime.crystalContractTimerName
previousGeneration := runtime.crystalContractTimerGeneration
runtime.crystalContractTimerGeneration = nextCurrentCrystalContractTimerGeneration(previousGeneration)
runtime.crystalContractTimerActive = false
runtime.crystalContractTimerName = ""
runtime.crystalContractTimerDueAt = time.Time{}
cancelled := false
if timerName != "" && s != nil && s.gameplayTimers != nil {
cancelled = s.gameplayTimers.Cancel(timerName)
}
if wasActive || timerName != "" {
s.logGameEvent(session, "game-crystal-contract-timer-cancelled",
"char_id", runtime.Character.CharacterID,
"dungeon_id", runtime.Dungeon.ID,
"run_token", runtime.lifecycleToken,
"previous_generation", previousGeneration,
"current_generation", runtime.crystalContractTimerGeneration,
"timer_name", timerName,
"queue_item_cancelled", cancelled,
"source", source)
}
}
func nextCurrentCrystalContractTimerGeneration(current uint64) uint64 {
next := current + 1
if next == 0 {
next++
}
return next
}