Files
90CNServer/server/internal/services/dnfbridge/dungeon_settlement_result_plan.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

146 lines
5.6 KiB
Go

package dnfbridge
import (
"errors"
"fmt"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
var (
errCurrentDungeonSettlementPlanShape = errors.New("current dungeon settlement packet plan shape is invalid")
errCurrentDungeonSettlementPlanOwner = errors.New("current dungeon settlement packet plan owner mismatch")
)
// currentDungeonSettlementPacketPlan freezes the three current-EXE result
// packets only after the reward transaction has committed. ClientRankPoint
// binds a replay to its C2S op46 request and must be carried unchanged in the
// frozen op34 body; local debug rewards never alter the client result state.
type currentDungeonSettlementPacketPlan struct {
CharacterID uint16
CompletionKey string
Source string
ClientRankPoint byte
ClearTimeMS uint32
PlayResultBody []byte
CharacterBody []byte
ClearRewardBody []byte
DungeonPermissionBody []byte
// WeddingCapsuleBody 是"已婚角色通关推荐副本"时下发的 1016 号婚姻成长胶囊
// 进度行(u32 progress)。为空表示本次结算与婚姻无关。
WeddingCapsuleBody []byte
// TowerRewardMsgID/TowerRewardBody carry the tower clear window: op348 for
// the Tower of Despair, op1263 for the Tower of Grief. A tower never uses
// the ordinary card reward path.
TowerRewardMsgID uint16
TowerRewardBody []byte
// clearRewardSnapshot is the committed reward snapshot this plan was built
// from, kept so a later reader can inspect what the clear presented.
clearRewardSnapshot *currentDungeonClearRewardSnapshot
}
func buildCurrentDungeonSettlementPacketPlan(
clientRankPoint byte,
notice currentDungeonPlayResultNotice,
reward currentDungeonClearRewardSnapshot,
character dnfrepo.CharacterRecord,
points dnfrepo.SkillPointState,
) (currentDungeonSettlementPacketPlan, error) {
return buildCurrentDungeonSettlementPacketPlanWithWelcome(
clientRankPoint, notice, reward, character, points, nil,
)
}
// buildCurrentDungeonSettlementPacketPlanWithWelcome 与上面同义,额外接收本次通关
// 已提交的"回归冒险家欢迎经验"分类值。
//
// 为什么需要它:op37 的 `finish_loading_exp_category_9` 按设计是从**角色 stats**
// 读的(`buildCurrentFinishLoadingCharacterStateBody` 在没有 presentation 时就走这条
// 路),所以通关链路必须把这个分类写到用于出包的角色副本上,否则结算面板里那一行
// 恒为 0——欢迎经验明明已经发给了玩家,结果窗却不显示。
// welcome == nil 表示本次通关没有欢迎加成(非回归玩家),此时写 0 覆盖掉任何陈旧值。
func buildCurrentDungeonSettlementPacketPlanWithWelcome(
clientRankPoint byte,
notice currentDungeonPlayResultNotice,
reward currentDungeonClearRewardSnapshot,
character dnfrepo.CharacterRecord,
points dnfrepo.SkillPointState,
welcome *uint32,
) (currentDungeonSettlementPacketPlan, error) {
characterID := numericCharacterID(character)
if characterID <= 0 || characterID > int(^uint16(0)) || uint16(characterID) != reward.CharacterID {
return currentDungeonSettlementPacketPlan{}, fmt.Errorf(
"%w: character=%d reward_character=%d",
errCurrentDungeonSettlementPlanOwner,
characterID,
reward.CharacterID,
)
}
if notice.RankPoint != clientRankPoint {
return currentDungeonSettlementPacketPlan{}, fmt.Errorf(
"%w: notice_client_rank=%d request_client_rank=%d",
errCurrentDungeonSettlementPlanShape,
notice.RankPoint,
clientRankPoint,
)
}
ownedParticipants := 0
for _, participant := range notice.Participants {
if participant.ObjectKey == reward.CharacterID {
ownedParticipants++
}
}
if ownedParticipants != 1 {
return currentDungeonSettlementPacketPlan{}, fmt.Errorf(
"%w: character=%d owned_participants=%d",
errCurrentDungeonSettlementPlanOwner,
reward.CharacterID,
ownedParticipants,
)
}
playResultBody, err := buildCurrentDungeonPlayResultNoticeBody(notice)
if err != nil {
return currentDungeonSettlementPacketPlan{}, err
}
clearRewardBody, err := buildCurrentDungeonClearRewardBody(reward)
if err != nil {
return currentDungeonSettlementPacketPlan{}, err
}
// 把本次通关已提交的欢迎经验分类写进出包用的角色副本。必须在拷贝之后再写,
// 不能改调用方持有的记录(那份记录要落库,op37 的分类是**表现**不是持久状态)。
planCharacter := dnfrepo.CloneCharacter(character)
if planCharacter.Stats == nil {
planCharacter.Stats = make(map[string]int64, 1)
}
if welcome != nil {
planCharacter.Stats["finish_loading_exp_category_9"] = int64(*welcome)
} else {
planCharacter.Stats["finish_loading_exp_category_9"] = 0
}
characterBody := buildCurrentFinishLoadingCharacterStateBody(planCharacter, points)
if len(characterBody) != currentFinishLoadingCharacterStateBodySize {
return currentDungeonSettlementPacketPlan{}, fmt.Errorf(
"%w: character_body=%d want=%d",
errCurrentDungeonSettlementPlanShape,
len(characterBody),
currentFinishLoadingCharacterStateBodySize,
)
}
return currentDungeonSettlementPacketPlan{
CharacterID: reward.CharacterID,
CompletionKey: reward.CompletionKey,
Source: reward.Source,
ClientRankPoint: clientRankPoint,
ClearTimeMS: notice.ClearTimeMS,
PlayResultBody: append([]byte(nil), playResultBody...),
CharacterBody: append([]byte(nil), characterBody...),
ClearRewardBody: append([]byte(nil), clearRewardBody...),
// Keep the committed reward snapshot with the frozen plan so a later
// reader can tell whether this clear actually presented the ordinary
// result UI (a tower must not).
clearRewardSnapshot: &reward,
}, nil
}