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

76 lines
3.1 KiB
Go

package dnfbridge
// sendSuitableDungeonLuckyStarState publishes the already committed PVF
// rental-wallet result. The durable award is performed inside the settlement
// transaction using its CompletionKey. The client must see op1000 before
// op985 because op985 replaces the cached wallet balance.
func (s *Service) sendSuitableDungeonLuckyStarState(session *gameSession, runtime *runtimeDungeonState) {
if session == nil || runtime == nil || runtime.Dungeon.ID <= 0 ||
!runtime.settlementLuckyStarResolved {
return
}
if !runtime.settlementLuckyStarRefreshPending ||
(runtime.settlementLuckyStarNoticeSent && runtime.settlementLuckyStarStateSent) {
return
}
if runtime.settlementLuckyStarLimit == 0 ||
runtime.settlementLuckyStarBefore > runtime.settlementLuckyStarAfter ||
runtime.settlementLuckyStarApplied != runtime.settlementLuckyStarAfter-runtime.settlementLuckyStarBefore ||
runtime.settlementLuckyStarAfter > runtime.settlementLuckyStarLimit {
s.logGameEvent(session, "game-dungeon-lucky-star-state-send-blocked",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"points_before", runtime.settlementLuckyStarBefore,
"points_applied", runtime.settlementLuckyStarApplied,
"points_after", runtime.settlementLuckyStarAfter,
"point_limit", runtime.settlementLuckyStarLimit,
"reason", "committed_lucky_star_result_invalid")
return
}
if !runtime.settlementLuckyStarNoticeSent {
body := buildCurrentRentalPointResultBody(
currentRentalPointSourceDungeonClear,
runtime.settlementLuckyStarAfter == runtime.settlementLuckyStarLimit,
runtime.settlementLuckyStarAfter,
)
if err := s.sendGameUpperSuccess(session, currentRentalPointResultMsgID, body); err != nil {
s.logGameEvent(session, "game-dungeon-lucky-star-notice-send-failed",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"msg_id", currentRentalPointResultMsgID,
"reason", err)
return
}
runtime.settlementLuckyStarNoticeSent = true
s.logGameEvent(session, "game-dungeon-lucky-star-notice-sent",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"msg_id", currentRentalPointResultMsgID,
"source_type", currentRentalPointSourceDungeonClear,
"limit_flag", runtime.settlementLuckyStarAfter == runtime.settlementLuckyStarLimit,
"points_before", runtime.settlementLuckyStarBefore,
"points_applied", runtime.settlementLuckyStarApplied,
"points_after", runtime.settlementLuckyStarAfter)
}
if runtime.settlementLuckyStarStateSent {
return
}
sent, err := s.sendSelectedCurrentRentalPointState(session, "dungeon_settlement_after_lucky_star", true)
if err != nil {
s.logGameEvent(session, "game-dungeon-lucky-star-state-send-failed",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"msg_id", currentRentalStateMsgID,
"reason", err)
return
}
if !sent {
s.logGameEvent(session, "game-dungeon-lucky-star-state-send-deferred",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"msg_id", currentRentalStateMsgID)
return
}
runtime.settlementLuckyStarStateSent = true
}