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

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package dnfbridge
import (
"context"
"encoding/binary"
"fmt"
"math"
"strconv"
"longheng.io/server/internal/modules/dnf/experiencebonus"
)
// These are current-client class0 notification IDs. They must not be taken
// from the similarly numbered C2S CmdPacket enum entries.
const (
currentLoadEffectItemInfoMsgID uint16 = 174
currentExperienceSourceKeyNormalElixir uint32 = 180
currentExperienceSourceKeyAncientElixir uint32 = 181
)
// sendCurrentExperienceConsumableBuffProjection restores the original .stk
// effect-item after login/reselect. First use is handled locally by op44; op174
// recreates the same item-owned effect with its durable remaining duration.
func (s *Service) sendCurrentExperienceConsumableBuffProjection(session *gameSession, source string) error {
if s == nil || session == nil || session.selectedCharacterID == 0 || session.experienceConsumableProjectionSent {
return nil
}
accountID := s.accountIDForSession(session)
if accountID == "" {
return nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Account == nil {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
account, found, err := repositories.Account.Load(ctx, accountID)
if err != nil {
return fmt.Errorf("load experience consumable effect for HUD restore: %w", err)
}
if !found {
return nil
}
now := s.gameplayNow().UTC()
effect, active := experiencebonus.ActiveForCharacter(
account,
strconv.FormatUint(uint64(session.selectedCharacterID), 10),
now,
)
if !active {
return nil
}
if effect.ItemID <= 0 || effect.ItemID > math.MaxUint32 {
s.logGameEvent(session, "game-experience-source-restore-skipped",
"source", source,
"char_id", session.selectedCharacterID,
"item_id", effect.ItemID,
"reason", "invalid_effect_item_id")
return nil
}
remaining := int64(math.Ceil(effect.ExpireAt.Sub(now).Seconds()))
if remaining < 1 {
return nil
}
if remaining > math.MaxUint32 {
remaining = math.MaxUint32
}
if err := s.sendGameUpperRawClass(
session,
currentLoadEffectItemInfoMsgID,
buildCurrentExperienceEffectItemInfoBody(uint32(effect.ItemID), uint32(remaining)),
0,
); err != nil {
return err
}
session.experienceConsumableProjectionSent = true
s.logPacketEvent("game-experience-effect-item-restore-send",
"conn_id", session.connID,
"char_id", session.selectedCharacterID,
"source", source,
"item_id", effect.ItemID,
"remaining_seconds", remaining,
"sequence", "class0/op174-load-effect-item-info")
return nil
}
func currentExperienceConsumableCanonicalSourceKey(bonusPercent int64) (uint32, bool) {
switch bonusPercent {
case 100:
return currentExperienceSourceKeyNormalElixir, true
case 200:
return currentExperienceSourceKeyAncientElixir, true
}
return 0, false
}
func buildCurrentExperienceEffectItemInfoBody(itemID, remainingSeconds uint32) []byte {
return buildCurrentEffectItemInfoBody(itemID, remainingSeconds)
}
// buildCurrentEffectItemInfoBody 是 class0/op174("load effect item info")的记录体:
// {u8 1, u32 itemID, u32 remainingSeconds}。
//
// 经验药水(经验加成)与城镇增益药剂(史诗Buff药剂一族)共用它:客户端按 itemID
// 去 etc/variousbuffstackablelist.etc 查 buff、再按 buff id 去 etc/variousbufflist.etc
// 取 [icon index] 与 [tooltip text],所以这一发就是"图标出现"的前提。
func buildCurrentEffectItemInfoBody(itemID, remainingSeconds uint32) []byte {
body := make([]byte, 9)
body[0] = 1
binary.LittleEndian.PutUint32(body[1:5], itemID)
binary.LittleEndian.PutUint32(body[5:9], remainingSeconds)
return body
}