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
170 lines
6.6 KiB
Go
170 lines
6.6 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"errors"
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"fmt"
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"math"
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"strconv"
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"time"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfequipmenteffect "longheng.io/server/internal/modules/dnf/equipmenteffect"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// currentAddEquipmentEffectOpcode is CMD 951: weapon effect rune add.
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// C# 86JP uses opcode 0x0342 (834); our NoPack EXE enum maps it to 951.
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const (
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currentAddEquipmentEffectOpcode uint16 = uint16(dnfenum.CmdPacketAddEquipmentEffect)
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currentEquipmentEffectRequestBodyLen = 21
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// Current mode-1 construction forwards raw+0x45..+0x46 into the
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// ordinary-equipment state consumed by sub_1E636E0. The preceding bytes
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// are the proved current emblem vector: a count at raw+0x3C plus two u32
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// IDs. raw+0x38 remains the independent expiration timestamp.
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currentEquipmentEffectRuneWireOffset = currentEquipmentVectorOffset + currentEquipmentEmblemDataBytes
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)
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type currentAddEquipmentEffectRequest struct {
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RequestedSourceSlot int16
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TargetListType byte
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TargetSlot int16
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RawBody []byte
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}
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func decodeCurrentAddEquipmentEffectRequest(body []byte) (currentAddEquipmentEffectRequest, error) {
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if len(body) != currentEquipmentEffectRequestBodyLen {
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return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect body size=%d want=%d", len(body), currentEquipmentEffectRequestBodyLen)
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}
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targetListType := body[12]
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if targetListType != dnfrepo.MainInventoryListType {
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return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect target list=%d is not current-exe main inventory", targetListType)
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}
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targetSlot, ok := currentEquipmentEffectSlotAt(body, 13)
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if !ok {
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return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect invalid target slot")
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}
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sourceSlot, ok := currentEquipmentEffectSlotAt(body, 17)
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if !ok {
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return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect invalid source slot")
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}
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return currentAddEquipmentEffectRequest{
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RequestedSourceSlot: sourceSlot,
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TargetListType: targetListType,
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TargetSlot: targetSlot,
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RawBody: append([]byte(nil), body...),
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}, nil
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}
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func currentEquipmentEffectSlotAt(body []byte, offset int) (int16, bool) {
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if offset < 0 || offset+4 > len(body) {
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return 0, false
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}
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value := binary.LittleEndian.Uint32(body[offset : offset+4])
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if value > math.MaxInt16 {
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return 0, false
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}
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return int16(value), true
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}
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// currentApplyEquipmentEffectRuneToEntry mirrors only the durable rune ID
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// into the proved current-equipment field. The field must be cleared when the
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// durable state is absent so an old raw row cannot resurrect a removed rune.
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func currentApplyEquipmentEffectRuneToEntry(entry *currentItemListEntry, extra map[string]string) {
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if entry == nil || currentEquipmentEffectRuneWireOffset+2 > len(entry.data) {
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return
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}
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runeID := sceneInventoryExtraUint16(extra, "equipment_effect_id")
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binary.LittleEndian.PutUint16(
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entry.data[currentEquipmentEffectRuneWireOffset:currentEquipmentEffectRuneWireOffset+2],
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runeID,
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)
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}
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type currentEquipmentEffectCatalog struct {
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catalog *pvfDungeonDropCatalog
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}
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func (c currentEquipmentEffectCatalog) ResolveEquipmentEffectItem(itemID uint32) (dnfequipmenteffect.ItemDefinition, error) {
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if c.catalog == nil {
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return dnfequipmenteffect.ItemDefinition{}, errors.New("runtime PVF catalog unavailable")
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}
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definition, err := c.catalog.ResolveItem(itemID)
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if err != nil {
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return dnfequipmenteffect.ItemDefinition{}, err
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}
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return dnfequipmenteffect.ItemDefinition{
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IsEquipment: definition.Kind == dungeonDropItemEquipment,
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EquipmentType: definition.EquipmentType,
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Grade: definition.Grade,
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StackableType: definition.StackableType,
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EffectID: definition.EquipmentEffectID,
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}, nil
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}
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func (s *Service) handleCurrentAddEquipmentEffect(session *gameSession, body []byte) error {
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request, err := decodeCurrentAddEquipmentEffectRequest(body)
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if err != nil {
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s.logGameEvent(session, "game-add-equipment-effect-parse-failed", "body_len", len(body), "err", err)
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return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
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}
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if session == nil || session.selectedCharacterID == 0 {
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return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
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}
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repositories, ok := s.repositoryGroup()
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if !ok {
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return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
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}
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pvfCatalog, err := s.currentPVFItemCatalog()
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if err != nil {
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s.logGameEvent(session, "game-add-equipment-effect-pvf-unavailable", "err", err)
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return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
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}
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owner, err := dnfequipmenteffect.NewOwner(repositories, currentEquipmentEffectCatalog{catalog: pvfCatalog})
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if err != nil {
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s.logGameEvent(session, "game-add-equipment-effect-owner-unavailable", "err", err)
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return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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result, err := owner.Apply(ctx, dnfequipmenteffect.Command{
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CharacterID: strconv.Itoa(int(session.selectedCharacterID)),
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RequestedSourceSlot: request.RequestedSourceSlot,
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TargetListType: request.TargetListType,
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TargetSlot: request.TargetSlot,
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UpdatedAt: time.Now().UTC(),
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})
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if err != nil {
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s.logGameEvent(session, "game-add-equipment-effect-rejected",
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"source_requested_slot", request.RequestedSourceSlot,
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"target_list", request.TargetListType,
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"target_slot", request.TargetSlot,
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"err", err)
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return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
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}
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// The current EXE's successful handler consumes one leading success byte
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// followed by the exact 21-byte request it just sent. It does not accept a
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// synthetic item-id response here.
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if err := s.sendGameUpperSuccess(session, currentAddEquipmentEffectOpcode, request.RawBody); err != nil {
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return err
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}
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s.logGameEvent(session, "game-add-equipment-effect-success",
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"char_id", result.CharacterID,
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"source_requested_slot", result.RequestedSourceSlot,
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"source_slot", result.SourceSlot,
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"source_recovered", result.SourceRecovered,
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"source_item_id", result.SourceItemID,
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"source_remaining", result.SourceRemainingCount,
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"target_slot", result.TargetSlot,
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"target_item_id", result.TargetItemID,
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"effect_id", result.EffectID)
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return s.sendSelectedIncrementalItemSlotRefreshes(session, "equipment_effect_rune", []alignedcmd.ItemSlotRefresh{
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{ListType: dnfrepo.MainInventoryListType, SlotIndex: result.SourceSlot},
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{ListType: result.TargetListType, SlotIndex: result.TargetSlot},
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})
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}
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