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

142 lines
5.1 KiB
Go

package dnfbridge
import (
"strconv"
"strings"
"time"
dnfguild "longheng.io/server/internal/modules/dnf/guild"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// 公会贡献 grants for the rules the client documents in help texts 76511..76515.
// Every entry point here follows the attendance hook's discipline exactly
// (guild_management.go's grantCurrentGuildAttendance): the caller may already sit
// inside a session-scoped critical section, guildMu is a plain non-reentrant
// mutex, and the first synchronous version of that hook deadlocked its own
// session goroutine on 2026-09-12 01:33. So each grant is a bounded TryLock retry
// on a background goroutine, and nothing is ever pushed to the client: 公会积分 is
// request-driven (op747), so a new row simply appears the next time the window is
// opened.
// currentGuildMileageGrantTimeout bounds the background grant's wait for guildMu.
const currentGuildMileageGrantTimeout = 10 * time.Second
// grantCurrentGuildChatMileage awards 公会聊天 2点, once per local day.
func (s *Service) grantCurrentGuildChatMileage(session *gameSession, source string) {
characterID := currentGuildSessionCharacterID(session)
if characterID == "" {
return
}
go s.applyCurrentGuildMileageGrant(characterID, 0, source, func(registry *dnfguild.Registry, id string, now time.Time) (bool, uint32, error) {
applied, err := registry.GrantChatMileage(id, now)
return applied, dnfguild.MileageChatPoints, err
})
}
// grantCurrentGuildPartyMileage awards 同公会成员组队通关地下城 1点 to the clearing
// actor when at least two members of the clearing party are in the same guild.
//
// The party is read inside the background goroutine, not at the call site: the
// dungeon settlement path calls this while holding session.dungeon.mu, and
// runtimePartyStateSnapshot takes session.party.mu. Reading it there keeps the two
// session locks from ever nesting, so no lock-order inversion is possible. The
// character id is captured here because the session field is only safe to read on
// its own goroutine.
func (s *Service) grantCurrentGuildPartyMileage(session *gameSession, source string) {
characterID := currentGuildSessionCharacterID(session)
if characterID == "" || session == nil {
return
}
go func() {
party := currentGuildPartyCharacterIDs(session)
if len(party) < 2 {
return
}
s.applyCurrentGuildMileageGrant(characterID, len(party), source, func(registry *dnfguild.Registry, id string, now time.Time) (bool, uint32, error) {
applied, err := registry.GrantPartyMileage(id, party, now)
return applied, dnfguild.MileagePartyPoints, err
})
}()
}
func currentGuildSessionCharacterID(session *gameSession) string {
if session == nil || session.selectedCharacterID == 0 {
return ""
}
return strconv.Itoa(int(session.selectedCharacterID))
}
// currentGuildPartyCharacterIDs snapshots the caller's party as character IDs.
// Solo play yields a single entry, which the party rule then rejects.
func currentGuildPartyCharacterIDs(session *gameSession) []string {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
ids := []string{strconv.Itoa(int(session.selectedCharacterID))}
for _, member := range runtimePartyMembers(runtimePartyStateSnapshot(session)) {
if member.UserID == 0 || member.UserID == session.selectedCharacterID {
continue
}
ids = append(ids, strconv.Itoa(int(member.UserID)))
}
return ids
}
// applyCurrentGuildMileageGrant runs one grant under a bounded TryLock retry and
// logs what it did. The grant function returns the amount it would have paid so
// the log line can name it without a second lookup. partySize is the party the
// rule was evaluated against, for the log only.
func (s *Service) applyCurrentGuildMileageGrant(
characterID string,
partySize int,
source string,
grant func(registry *dnfguild.Registry, characterID string, now time.Time) (bool, uint32, error),
) {
if strings.TrimSpace(characterID) == "" || grant == nil {
return
}
deadline := time.Now().Add(currentGuildMileageGrantTimeout)
for {
if s.guildMu.TryLock() {
s.guildMu.Unlock()
break
}
if time.Now().After(deadline) {
s.logPacketEvent("game-guild-mileage-skipped",
"reason", "guild_lock_busy", "source", source, "char_id", characterID)
return
}
time.Sleep(100 * time.Millisecond)
}
ctx, cancel := s.currentGuildContext()
defer cancel()
granted := false
amount := uint32(0)
total := uint32(0)
if err := s.mutateCurrentGuild(ctx, func(_ dnfrepo.Group, registry *dnfguild.Registry) error {
applied, paid, err := grant(registry, characterID, s.gameplayNow())
if err != nil {
return err
}
if !applied {
return nil
}
granted, amount = true, paid
if guild, _, found := registry.GuildForCharacter(characterID); found && guild != nil {
total = guild.Mileage
}
return nil
}); err != nil {
s.logPacketEvent("game-guild-mileage-grant-failed",
"source", source, "char_id", characterID, "party", partySize, "error", err)
return
}
if !granted {
return
}
s.logPacketEvent("game-guild-mileage-granted",
"source", source, "char_id", characterID, "amount", amount,
"party", partySize, "mileage", total)
}