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

113 lines
4.4 KiB
Go

package dnfbridge
import (
"context"
"errors"
"fmt"
dnfsocketemblem "longheng.io/server/internal/modules/dnf/socketemblem"
)
func equipmentSocketGameplayModule() gameplayModuleDefinition {
opcode := uint16(currentEquipmentSocketOpenOpcode)
handler := func(service *Service, session *gameSession, request gameplayRequest) error {
return service.handleCurrentEquipmentSocketOpen(session, request.Body)
}
return gameplayModuleDefinition{
Name: "equipment-socket",
LegacyHandlers: map[uint16]gameplayHandler{opcode: handler},
UpperHandlers: map[uint16]gameplayHandler{
opcode: defaultClassGameplayHandler(
"game-current-equipment-socket-open-blocked",
"current_exe_socket_command_class_mismatch",
func(service *Service, session *gameSession, body []byte) error {
return service.handleCurrentEquipmentSocketOpen(session, body)
},
),
},
LegacyNormalizers: map[uint16]gameplayLegacyNormalizer{
opcode: stripLegacySocketOpenTransportTrailer,
},
}
}
func (s *Service) handleCurrentEquipmentSocketOpen(session *gameSession, body []byte) error {
request, err := decodeCurrentSocketOpenRequest(body)
if err != nil {
s.logGameEvent(session, "game-current-equipment-socket-open-parse-failed", "body_len", len(body), "err", err)
return s.sendCurrentSocketParseFailure(session, currentEquipmentSocketOpenOpcode)
}
result, err := s.commitCurrentEquipmentSocketOpen(session, request)
if err != nil {
s.logGameEvent(session, "game-current-equipment-socket-open-blocked",
"target_slot", request.TargetSlot,
"target_item_id", request.TargetItemID,
"material_slot", request.MaterialSlot,
"reason", err)
return s.sendGameUpperFailure(session, currentEquipmentSocketOpenOpcode, 4)
}
if err := s.sendGameUpperSuccess(session, currentEquipmentSocketOpenOpcode, buildCurrentEquipmentSocketOpenAckBody(request)); err != nil {
return err
}
s.logGameEvent(session, "game-current-equipment-socket-open-success",
"target_slot", request.TargetSlot,
"target_item_id", request.TargetItemID,
"material_slot", request.MaterialSlot,
"material_consumed", len(result.Consumed) > 0)
if err := s.sendCurrentSocketMutationRefresh(session, result, "equipment_socket_open"); err != nil {
return err
}
return nil
}
func (s *Service) commitCurrentEquipmentSocketOpen(session *gameSession, request currentSocketOpenRequest) (currentSocketMutationResult, error) {
characterID, owner, catalog, err := s.currentSocketMutationOwner(session)
if err != nil {
return currentSocketMutationResult{}, err
}
rule, err := currentSocketEquipmentRule(catalog, request.TargetItemID)
if err != nil {
return currentSocketMutationResult{}, err
}
if rule.class != currentEquipmentPlacementClassNormal {
return currentSocketMutationResult{}, fmt.Errorf("%w: item=%d type=%s", errCurrentSocketTargetKindMismatch, request.TargetItemID, rule.pvfType)
}
var result currentSocketMutationResult
err = owner.OpenEquipmentSocket(context.Background(), dnfsocketemblem.Command{
CharacterID: characterID,
Project: func(assets *dnfsocketemblem.Assets) (dnfsocketemblem.Changes, error) {
inventory := assets.Inventory
targetKey, targetSlot, target, err := currentFindMainInventorySocketTarget(*inventory, request.TargetSlot, request.TargetItemID)
if err != nil {
return dnfsocketemblem.Changes{}, err
}
data := currentEquipmentEmblemData(target.Extra, target.RawEntry)
maxOpen := currentEquipmentSocketOpenCount(rule)
openCount := int(data[0])
if openCount > maxOpen {
openCount = maxOpen
}
if openCount <= 0 {
openCount, err = currentOpenEquipmentSocketWithMaterial(catalog, inventory, request.MaterialSlot, rule)
if err != nil {
return dnfsocketemblem.Changes{}, err
}
result.Consumed = append(result.Consumed, currentSocketChangedSlot{ListType: currentSocketListMain, Slot: request.MaterialSlot})
}
currentEnsureEquipmentEmblemSocketsOpen(&data, maxOpen, openCount)
currentApplyEquipmentEmblemDataToStack(&target, currentSocketListMain, targetSlot, data, currentEquipmentJewelSocketType(rule))
inventory.Slots[targetKey] = target
result.Target = currentSocketChangedSlot{ListType: currentSocketListMain, Slot: targetSlot}
return dnfsocketemblem.Changes{Inventory: true}, nil
},
})
if errors.Is(err, dnfsocketemblem.ErrInventoryNotFound) {
err = errCurrentSocketInventoryMissing
}
if err != nil {
return currentSocketMutationResult{}, err
}
return result, nil
}