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

63 lines
2.5 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"strconv"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfemotion "longheng.io/server/internal/modules/dnf/emotion"
)
const (
currentChangeEmotionOpcode uint16 = uint16(dnfenum.CmdPacketChangeEmotion)
currentEmotionIndexMax uint16 = 0xff
currentEmotionFailureCode byte = 1
)
func (s *Service) handleCurrentChangeEmotion(session *gameSession, body []byte) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
if len(body) < 2 {
s.logGameEvent(session, "game-change-emotion-blocked", "body_len", len(body), "reason", "body_too_short")
return nil
}
emotionIndex := int16(binary.LittleEndian.Uint16(body[0:2]))
if emotionIndex < 0 || uint16(emotionIndex) > currentEmotionIndexMax {
s.logGameEvent(session, "game-change-emotion-blocked", "emotion_index", emotionIndex, "reason", "emotion_index_out_of_range")
return s.sendGameUpperFailure(session, currentChangeEmotionOpcode, currentEmotionFailureCode)
}
characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
repos, ok := s.repositoryGroup()
if !ok {
s.logGameEvent(session, "game-change-emotion-save-failed", "char_id", characterID, "emotion_index", emotionIndex, "reason", "repository_unavailable")
return s.sendGameUpperFailure(session, currentChangeEmotionOpcode, currentEmotionFailureCode)
}
owner, err := dnfemotion.NewOwner(repos)
if err == nil {
_, err = owner.Apply(ctx, dnfemotion.Command{AccountID: s.accountIDForSession(session), SelectedCharacterID: session.selectedCharacterID, EmotionIndex: uint16(emotionIndex)})
}
if err != nil {
s.logGameEvent(session, "game-change-emotion-save-failed", "char_id", characterID, "emotion_index", emotionIndex, "reason", err)
return s.sendGameUpperFailure(session, currentChangeEmotionOpcode, currentEmotionFailureCode)
}
s.logGameEvent(session, "game-change-emotion",
"char_id", characterID,
"emotion_index", emotionIndex)
// ACK: IDA sub_1D18900 reads u16 emotionIndex from success body.
// Note: extended-login dispatch re-registers 254 as DoNothing, but the
// lobby handler sub_1CF5280 may still consume the body.
var w packetWriter
w.writeUint16(uint16(emotionIndex))
if err := s.sendGameUpperSuccess(session, currentChangeEmotionOpcode, w.bytes()); err != nil {
return err
}
return s.sendCurrentMoodProjection(session, uint16(emotionIndex), "change_emotion_after_ack")
}