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

367 lines
14 KiB
Go

package dnfbridge
import (
"bytes"
"context"
"encoding/hex"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfquest "longheng.io/server/internal/modules/dnf/quest"
"longheng.io/server/internal/modules/dnf/worldmap"
)
const (
// Opcode 31 is direction-dependent. In this server-to-client dungeon
// context the current EXE registers it as the settlement entry;
// the generated command enum names the client-to-server opcode 31 as
// ACCEPT_QUEST and must not be used to describe this notification.
currentDungeonSettlementEntryMsgID = uint16(31)
currentDungeonPlayResultBaseSize = 42
currentDungeonPlayResultOptionalBaseSize = 46
currentDungeonPlayResultDynamicRowSize = 7
currentDungeonPlayResultMaximumDynamicRows = 8
)
// sendCurrentDungeonSettlementEntryLocked advances only the current-EXE
// handshake that is proven by the op31 reader/writer pair. 86JP's
// BuildEnableClearDungeon writes one zero byte; sending an empty body leaves
// the current client in a cleared-but-not-result-ready state and it never
// constructs op46.
func (s *Service) sendCurrentDungeonSettlementEntryLocked(
session *gameSession,
runtime *runtimeDungeonState,
source string,
) error {
if session == nil || runtime == nil || runtime.Session == nil || session.dungeon.runtime != runtime {
return nil
}
if !dungeonRuntimeOwnsCharacter(runtime, session.selectedCharacterID) {
s.logGameEvent(session, "game-dungeon-settlement-entry-blocked",
"char_id", session.selectedCharacterID,
"runtime_char_id", runtime.Character.CharacterID,
"source", source,
"reason", "active_dungeon_runtime_character_owner_mismatch")
return nil
}
snapshot := runtime.Session.Snapshot()
if !currentDungeonSettlementCompletionReady(runtime, snapshot.Run.Status) {
s.logGameEvent(session, "game-dungeon-settlement-entry-blocked",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"boss_die_check_accepted", runtime.bossDieCheckAccepted,
"tutorial_final_room_clear_accepted", runtime.tutorialFinalRoomClearAccepted,
"completion_persisted", runtime.tutorialCompletionPersisted,
"op115_sent", runtime.bossDieCheckResponseSent,
"run_status", snapshot.Run.Status,
"source", source,
"reason", "validated_completion_stages_incomplete")
return nil
}
// Keep the death fact, silence the watchdog. Cancelling the whole death
// state here is what made a "trade lives with the boss" clear refuse the
// revive coin while the prompt was still on the client's screen (live
// 2026-09-23 23:29); the settlement only ever needed the town return to stay
// quiet while the card flow runs.
s.suspendCurrentDungeonDeathReturnForSettlementLocked(session, runtime, "normal_settlement_entry")
s.cancelCurrentForgottenLandTimerLocked(session, runtime, "normal_settlement_entry")
if runtime.settlementEntrySent {
// Phase A has already made a clear-map quest active at trigger zero with
// its reward still pending. The current client normally sends op33 a
// little later; retry only an unsent server ACK so a failed socket write
// cannot leave a completed task waiting for that round trip.
if err := s.sendCurrentDungeonClearMapQuestTriggerAcksLocked(
session,
runtime,
"current_exe_bodyless_op31_replay",
); err != nil {
return err
}
s.logGameEvent(session, "game-dungeon-settlement-entry-replay",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"msg_id", currentDungeonSettlementEntryMsgID,
"source", source,
"reason", "bodyless_op31_already_sent")
return nil
}
// Freeze the tutorial-compatible result timestamp before the first op31
// write. Ordinary completions own clearMapCompletionAt from Phase A; a
// tutorial may not have that row and therefore uses this stable boundary.
// Keeping it across a failed write makes the later op46 result plan replay
// deterministic rather than measuring socket retry time.
if runtime.settlementEntryAt.IsZero() {
runtime.settlementEntryAt = s.gameplayNow()
}
s.logGameEvent(session, "game-dungeon-settlement-entry-op31-send",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"maze_index", runtime.MazeIndex,
"room", snapshot.Run.Current.String(),
"msg_id", currentDungeonSettlementEntryMsgID,
"classification", 0,
"body_len", 1,
"source", source,
"body_source", "current_exe_enable_clear_dungeon_byte0",
"next_stage", "auto_ack_pending_clear_map_op33_then_await_current_exe_c2s_op46_without_reward_mutation")
if err := s.sendGameUpperRawClass(session, currentDungeonSettlementEntryMsgID, []byte{0}, 0); err != nil {
return err
}
runtime.settlementEntrySent = true
runtime.advanceSettlementPhase(currentDungeonSettlementPhaseClearEnabled)
return s.sendCurrentDungeonClearMapQuestTriggerAcksLocked(
session,
runtime,
"current_exe_bodyless_op31_after_send",
)
}
// sendCurrentDungeonClearMapQuestTriggerAcksLocked publishes only the exact
// op33 success acknowledgement for Phase-A rows already persisted as active,
// trigger-zero and reward-pending. Reward selection remains client-driven by
// op46; this removes the old 1-3 second completion delay without granting or
// mutating any reward early.
//
// The caller holds session.dungeon.mu. A replay key is recorded only after a
// successful socket write, so settlement-entry retries repair only the ACKs
// that were not actually delivered.
func (s *Service) sendCurrentDungeonClearMapQuestTriggerAcksLocked(
session *gameSession,
runtime *runtimeDungeonState,
source string,
) error {
if session == nil || runtime == nil || !runtime.clearMapCompletionPhaseAPersisted {
return nil
}
for _, questID := range runtime.clearMapCompletionPendingQuestIDs {
if questID <= 0 || questID > 0xffff {
s.logGameEvent(session, "game-dungeon-clear-map-op33-auto-ack-skipped",
"quest_id", questID,
"source", source,
"reason", "quest_id_out_of_current_wire_range")
continue
}
request := dnfquest.SetTriggerRequest{
QuestID: uint16(questID),
TriggerType: 0,
IsIncrement: false,
}
key := newCurrentSetQuestTriggerReplayKey(session.selectedCharacterID, request)
if session.currentSetQuestTriggerReplaySuppressed(key) {
continue
}
result := dnfquest.PlanResult{
QuestID: questID,
Known: true,
Status: "active",
TriggerType: request.TriggerType,
ProgressValue: 0,
}
s.logGameEvent(session, "game-dungeon-clear-map-op33-auto-ack-send",
"quest_id", questID,
"dungeon_id", runtime.Dungeon.ID,
"completion_key", runtime.clearMapCompletionKey,
"source", source,
"reward_granted", false,
"body_source", "phase_a_persisted_active_zero_before_client_op33")
if err := s.sendCurrentSetQuestTriggerSuccess(
session,
request,
result,
"current_exe_op33_auto_ack_clear_map_phase_a",
); err != nil {
return err
}
session.suppressCurrentSetQuestTriggerReplay(key)
}
return nil
}
func (s *Service) handleDungeonSetPlayResult(session *gameSession, body []byte) error {
dynamicRows, optionalField, valid := currentDungeonPlayResultShape(body)
if !valid {
s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
"body_len", len(body),
"reason", "current_exe_op46_writer_boundary_mismatch")
return nil
}
if session == nil || session.selectedCharacterID == 0 {
return nil
}
session.dungeon.mu.Lock()
defer session.dungeon.mu.Unlock()
runtime := session.dungeon.runtime
if runtime == nil || runtime.Session == nil {
s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
"body_len", len(body),
"dynamic_rows", dynamicRows,
"optional_u32", optionalField,
"reason", "active_dungeon_runtime_missing")
return nil
}
if !dungeonRuntimeOwnsCharacter(runtime, session.selectedCharacterID) {
s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
"char_id", session.selectedCharacterID,
"runtime_char_id", runtime.Character.CharacterID,
"body_len", len(body),
"reason", "active_dungeon_runtime_character_owner_mismatch")
return nil
}
snapshot := runtime.Session.Snapshot()
if !runtime.settlementEntrySent ||
runtime.settlementPhase < currentDungeonSettlementPhaseClearEnabled ||
!currentDungeonSettlementCompletionReady(runtime, snapshot.Run.Status) {
s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"body_len", len(body),
"settlement_entry_sent", runtime.settlementEntrySent,
"settlement_phase", runtime.settlementPhase.String(),
"boss_die_check_accepted", runtime.bossDieCheckAccepted,
"tutorial_final_room_clear_accepted", runtime.tutorialFinalRoomClearAccepted,
"completion_persisted", runtime.tutorialCompletionPersisted,
"op115_sent", runtime.bossDieCheckResponseSent,
"run_status", snapshot.Run.Status,
"reason", "settlement_handshake_not_ready")
return nil
}
if runtime.settlementPlayResultReceived {
if bytes.Equal(runtime.settlementPlayResultBody, body) {
s.logGameEvent(session, "game-dungeon-set-play-result-replay",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"body_len", len(body),
"dynamic_rows", dynamicRows,
"optional_u32", optionalField,
"reason", "exact_op46_already_captured_resume_frozen_result_plan")
if currentDungeonRuntimeIsPractice(runtime) {
if err := s.produceCurrentPracticeDungeonSettlementPlanLocked(session, runtime); err != nil {
s.logGameEvent(session, "game-dungeon-practice-settlement-plan-blocked",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"source", "exact_op46_practice_replay",
"error", err)
return nil
}
return s.sendCurrentPracticeDungeonSettlementResultsLocked(session, runtime, "exact_op46_practice_replay")
}
if runtime.settlementResultPlan == nil {
settlementContext, cancelSettlement := currentDungeonSettlementContext(session)
if err := s.produceCurrentDungeonSettlementPlanLocked(
settlementContext, session, runtime,
); err != nil {
cancelSettlement()
s.logGameEvent(session, "game-dungeon-settlement-plan-blocked",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"completion_key", runtime.clearMapCompletionKey,
"source", "exact_op46_replay",
"error", err)
return nil
}
cancelSettlement()
}
return s.sendCurrentDungeonSettlementResultsLocked(
session,
runtime,
"exact_op46_replay",
)
}
s.logGameEvent(session, "game-dungeon-set-play-result-blocked",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"body_len", len(body),
"accepted_body_len", len(runtime.settlementPlayResultBody),
"reason", "conflicting_op46_after_settlement_owner_bound")
return nil
}
runtime.settlementPlayResultReceived = true
runtime.settlementPlayResultBody = append([]byte(nil), body...)
runtime.settlementPlayResultDynamicRows = uint8(dynamicRows)
runtime.settlementPlayResultOptionalField = optionalField
s.logGameEvent(session, "game-dungeon-set-play-result-captured",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"maze_index", runtime.MazeIndex,
"room", snapshot.Run.Current.String(),
"request_msg_id", uint16(dnfenum.CmdPacketSetPlayResult),
"body_len", len(body),
"dynamic_rows", dynamicRows,
"optional_u32", optionalField,
"body_hex", hex.EncodeToString(body),
"reward_assets", "already_committed_or_send_blocked",
"next_stage", "send_frozen_current_op34_op37_op35_plan")
if currentDungeonRuntimeIsPractice(runtime) {
if err := s.produceCurrentPracticeDungeonSettlementPlanLocked(session, runtime); err != nil {
s.logGameEvent(session, "game-dungeon-practice-settlement-plan-blocked",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"source", "first_op46_practice_capture",
"error", err)
return nil
}
return s.sendCurrentPracticeDungeonSettlementResultsLocked(session, runtime, "first_op46_practice_capture")
}
settlementContext, cancelSettlement := currentDungeonSettlementContext(session)
if err := s.produceCurrentDungeonSettlementPlanLocked(
settlementContext, session, runtime,
); err != nil {
cancelSettlement()
s.logGameEvent(session, "game-dungeon-settlement-plan-blocked",
"char_id", session.selectedCharacterID,
"dungeon_id", runtime.Dungeon.ID,
"completion_key", runtime.clearMapCompletionKey,
"source", "first_op46_capture",
"error", err)
return nil
}
cancelSettlement()
return s.sendCurrentDungeonSettlementResultsLocked(
session,
runtime,
"first_op46_capture",
)
}
func currentDungeonSettlementContext(session *gameSession) (context.Context, context.CancelFunc) {
baseContext := context.Background()
if session != nil && session.ctx != nil {
baseContext = session.ctx
}
return context.WithTimeout(baseContext, createWriteTimeout)
}
func currentDungeonSettlementCompletionReady(runtime *runtimeDungeonState, status worldmap.DungeonRunStatus) bool {
if runtime == nil || status != worldmap.DungeonRunCompleted {
return false
}
if runtime.tournament != nil {
return runtime.tournament.RewardSelectionComplete()
}
if !runtime.tutorialCompletionPersisted {
return false
}
if runtime.tutorialFinalRoomClearAccepted {
return true
}
if runtime.ordinaryFinalRoomClearAccepted {
return runtime.bossDieCheckAccepted
}
return runtime.bossDieCheckAccepted && runtime.bossDieCheckResponseSent
}
func currentDungeonPlayResultShape(body []byte) (dynamicRows int, optionalField bool, valid bool) {
for rows := 0; rows <= currentDungeonPlayResultMaximumDynamicRows; rows++ {
if len(body) == currentDungeonPlayResultBaseSize+rows*currentDungeonPlayResultDynamicRowSize {
return rows, false, true
}
if len(body) == currentDungeonPlayResultOptionalBaseSize+rows*currentDungeonPlayResultDynamicRowSize {
return rows, true, true
}
}
return 0, false, false
}