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

371 lines
12 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"errors"
"strconv"
dnfguild "longheng.io/server/internal/modules/dnf/guild"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
"longheng.io/server/internal/modules/dnf/worldmap"
)
func (s *Service) currentGuildWarRules() (*dnfguild.WarRules, error) {
items, err := s.currentPVFItemCatalog()
if err != nil {
return nil, err
}
return dnfguild.LoadWarRules(items.source)
}
func (s *Service) applyCurrentGuildWarGuardian(ctx context.Context, guildID uint32, key string, dungeonID int64, topology *worldmap.DungeonTopology) error {
items, err := s.currentPVFItemCatalog()
if err != nil {
return err
}
catalog, err := dnfguild.LoadWarGuardians(items.source)
if err != nil {
return err
}
return s.readCurrentGuild(ctx, func(_ dnfrepo.Group, r dnfguild.Registry) error {
g := r.Guilds[guildID]
if g == nil || g.War.Battle == nil || g.War.Battle.Key != key {
return dnfguild.ErrWarNotActive
}
guardian := g.War.Battle.OpponentGuardian
if dungeonID == 8510 {
guardian = g.War.Battle.OwnGuardian
}
monster, err := catalog.Monster(guardian)
if err != nil {
return err
}
monsters, err := s.dungeonMonsterCatalog()
if err != nil {
return err
}
if _, found, err := monsters.Find(int64(monster)); err != nil {
return err
} else if !found {
return dnfguild.ErrInvalidContent
}
topology.ReplaceMonster(int64(catalog.Dummy), int64(monster), int64(guardian.Level))
return nil
})
}
// Native E81CA0 counts up to forty packed 49-byte rows at raw+2E55.
// D14F10 reads name +4, mark +27 and result +45. D19E50 reads power +28,
// victory +32, defence +36, active guardian ID +40 and combined level +44.
func buildCurrentGuildWarOverviewBody(g *dnfguild.Guild, r dnfguild.Registry) []byte {
b := buildCurrentGuildGuardianStateBody(g)
if g == nil {
return b
}
w := g.War
for _, x := range []struct {
off int
value uint32
}{{7, w.AttackWins}, {11, w.AttackLosses}, {15, w.DefenceWins}, {19, w.DefenceLosses}, {72, uint32(len(w.Results))}, {76, uint32(len(w.Rivals))}} {
binary.LittleEndian.PutUint32(b[x.off:], x.value)
}
if w.Battle != nil {
binary.LittleEndian.PutUint32(b[60:], w.Battle.Opponent)
}
row := 0
for _, id := range w.Rivals {
other := r.Guilds[id]
if other == nil || row >= 40 {
continue
}
off := 80 + 49*row
row++
binary.LittleEndian.PutUint32(b[off:], id)
copy(b[off+4:off+26], encodeCurrentGuildWarName(other.Name))
b[off+27] = other.Mark
if guardian, ok := other.WarGuardian(); ok {
binary.LittleEndian.PutUint32(b[off+40:], guardian.ID)
b[off+44] = guardian.Level
}
binary.LittleEndian.PutUint32(b[off+45:], w.Results[id])
}
return b
}
func encodeCurrentGuildWarName(name string) []byte {
// Same codepage as op70; preserve complete characters within the native
// 23-byte, NUL-terminated field.
var out []byte
for _, r := range name {
part := rosterNameBytes(string(r))
if len(out)+len(part) > 21 {
break
}
out = append(out, part...)
}
return out
}
func (s *Service) writeCurrentGuildWarOverview(session *gameSession, _ *dnfguild.Guild) error {
ctx, cancel := s.currentGuildContext()
defer cancel()
var r dnfguild.Registry
var g *dnfguild.Guild
err := s.transactCurrentGuildAssets(ctx, session, func(_ dnfrepo.Group, registry *dnfguild.Registry, c *dnfrepo.CharacterRecord) error {
registry.AdvanceWars(s.gameplayNow())
r = *registry
g, _, _ = r.GuildForCharacter(c.CharacterID)
return nil
})
if err != nil {
return err
}
if err = s.sendGameUpperRawClass(session, 1297, buildCurrentGuildWarOverviewBody(g, r), 0); err != nil {
return err
}
personal := make([]byte, 42)
personal[8], personal[13] = 1, 1
if g != nil {
binary.LittleEndian.PutUint32(personal[4:], g.War.Participants[strconv.Itoa(int(session.selectedCharacterID))])
}
if err = s.sendGameUpperRawClass(session, 784, personal, 0); err != nil {
return err
}
if g != nil && g.War.Battle != nil {
if err = s.scheduleCurrentGuildWar(g); err != nil {
return err
}
rules, err := s.currentGuildWarRules()
if err != nil {
return err
}
target := r.Guilds[g.War.Battle.Opponent]
if target == nil {
return dnfguild.ErrWarNoOpponent
}
frozenTarget := *target
frozenTarget.ActiveGuardian = g.War.Battle.OpponentGuardian.ID
frozenTarget.Guardians = []dnfguild.Guardian{g.War.Battle.OpponentGuardian}
target = &frozenTarget
if err = s.sendGameUpperRawClass(session, 779, buildCurrentGuildWarOpponentBody(target), 0); err != nil {
return err
}
return s.sendGameUpperRawClass(session, 1261, buildCurrentGuildWarBattleBody(g, target, rules), 0)
}
return nil
}
// E8FE80 reads 0x369F bytes. The 23-byte name is followed by the mark at
// +17h (D0C208), reserved fields, 0x2E00 building bytes and the 1297 block.
func buildCurrentGuildWarOpponentBody(g *dnfguild.Guild) []byte {
b := make([]byte, 0x369F)
if g == nil {
return b
}
copy(b[:23], encodeCurrentGuildWarName(g.Name))
// D0C208/D111B9 read the mark at +17h before calling 26AEA50.
b[23] = g.Mark
copy(b[0x2E1D:], buildCurrentGuildGuardianStateBody(g))
return b
}
// E8B2F0 copies a 64-byte HUD record. D0B8C0 subtracts current Unix time
// from +0; D0F46D/5F5E4E7 displays our HP at +4, D0F370/5F5E4E8
// displays enemy HP at +36. D0E2C0 skips countdowns in state 2; state 3 with
// a zero timestamp renders a negative Unix-time countdown.
func buildCurrentGuildWarBattleBody(g, target *dnfguild.Guild, rules *dnfguild.WarRules) []byte {
b := make([]byte, 68) // trailing u32 dungeon-status row count
battle := g.War.Battle
binary.LittleEndian.PutUint32(b, uint32(battle.EndsAt))
binary.LittleEndian.PutUint32(b[4:], rules.FriendlyHP)
binary.LittleEndian.PutUint32(b[8:], target.ID)
copy(b[12:35], encodeCurrentGuildWarName(target.Name))
binary.LittleEndian.PutUint32(b[36:], battle.EnemyHP)
binary.LittleEndian.PutUint32(b[40:], 2)
binary.LittleEndian.PutUint32(b[48:], 2)
return b
}
// 240..255 are a versioned DLL compatibility extension for missing/misleading
// native error strings, decoded only for these guild-war command IDs.
func currentGuildWarError(err error) byte {
switch {
case errors.Is(err, dnfguild.ErrWarGuardian):
return 240
case errors.Is(err, dnfguild.ErrWarActive):
return 241
case errors.Is(err, dnfguild.ErrWarLimit):
return 242
case errors.Is(err, dnfguild.ErrInsufficientGuardian):
return 243
case errors.Is(err, dnfguild.ErrWarMissionIncomplete):
return 251
case errors.Is(err, errDungeonPickupInventoryFull):
return 252
case errors.Is(err, dnfguild.ErrWarNoOpponent):
return 254
case errors.Is(err, dnfguild.ErrWarClosed), errors.Is(err, dnfguild.ErrWarNotActive):
return 255
case errors.Is(err, dnfguild.ErrPermissionDenied):
return 244
case errors.Is(err, dnfguild.ErrNotMember):
return 245
case errors.Is(err, dnfguild.ErrInvalidContent):
return 250
default:
return 253
}
}
func (s *Service) handleCurrentGuildWarRivals(session *gameSession, body []byte) error {
return s.handleCurrentGuildWarAction(session, 1364, body)
}
func (s *Service) handleCurrentGuildWarMatching(session *gameSession, body []byte) error {
return s.handleCurrentGuildWarAction(session, 841, body)
}
func (s *Service) handleCurrentGuildWarCancel(session *gameSession, body []byte) error {
return s.handleCurrentGuildWarAction(session, 842, body)
}
func (s *Service) handleCurrentGuildWarAction(session *gameSession, op uint16, body []byte) error {
if ready, _ := s.currentSceneTransitionReadyForState(session); !ready {
return s.sendGameUpperFailure(session, op, 250)
}
// E8E430 writes opcode 1364, then E8E44C calls the one-byte writer
// 3454FC0. Captured initial/paid requests are exactly 01 / 00.
valid := (op == 1364 && len(body) == 1 && body[0] <= 1) || (op == 841 && len(body) == 21 && binary.LittleEndian.Uint32(body[13:]) == 1) || (op == 842 && (len(body) == 0 || len(body) == 13))
if !valid {
s.logGameEvent(session, "game-guild-war-action-invalid", "opcode", op, "body_len", len(body))
return s.sendGameUpperFailure(session, op, 250)
}
rules, err := s.currentGuildWarRules()
if err != nil {
return s.sendGameUpperFailure(session, op, 253)
}
ctx, cancel := s.currentGuildContext()
defer cancel()
var g *dnfguild.Guild
err = s.transactCurrentGuildAssets(ctx, session, func(_ dnfrepo.Group, r *dnfguild.Registry, c *dnfrepo.CharacterRecord) error {
var e error
switch op {
case 1364:
g, e = r.AddWarRivals(c.CharacterID, body[0] == 1, rules, s.gameplayNow())
case 841:
g, e = r.StartWar(c.CharacterID, binary.LittleEndian.Uint32(body[17:]), rules, s.gameplayNow())
case 842:
g, e = r.CancelWar(c.CharacterID, s.gameplayNow())
}
return e
})
if err != nil {
s.logGameEvent(session, "game-guild-war-action-rejected", "opcode", op, "error", err)
return s.sendGameUpperFailure(session, op, currentGuildWarError(err))
}
if err = s.sendGameUpperSuccess(session, op, nil); err != nil {
return err
}
s.logGameEvent(session, "game-guild-war-action-saved", "opcode", op, "guild_id", g.ID)
if op == 842 && g.War.LastBattle != nil {
if err = s.publishCurrentGuildWarEnd(g, g.War.LastBattle.Key); err != nil {
return err
}
}
for id := range g.Members {
if id == strconv.Itoa(int(session.selectedCharacterID)) {
continue
}
if target, ok := s.onlineGameSessionCharacterSnapshot(uint16(currentGuildNumericID(id))); ok {
if e := s.postGameSessionCharacterEvent(target.session, "guild-war-refresh", target.character, target.generation, func() error {
if ready, _ := s.currentSceneTransitionReadyForState(target.session); ready {
return s.writeCurrentGuildWarOverview(target.session, g)
}
return nil
}); e != nil {
s.logGameEvent(target.session, "game-guild-war-refresh-failed", "error", e)
}
}
}
return s.writeCurrentGuildWarOverview(session, g)
}
func isCurrentGuildWarDungeon(d worldmap.Dungeon) bool {
return d.Metadata.IntegerValues["agit war dungeon"] != 0 || (d.ID >= 8510 && d.ID <= 8520)
}
func (s *Service) currentGuildWarAdmission(ctx context.Context, session *gameSession, d worldmap.Dungeon, practice bool) (uint32, string, error) {
if !isCurrentGuildWarDungeon(d) {
return 0, "", nil
}
rules, err := s.currentGuildWarRules()
if err != nil {
return 0, "", err
}
if !rules.Dungeons[uint32(d.ID)] {
return 0, "", dnfguild.ErrInvalidContent
}
var id uint32
var key string
err = s.readCurrentGuild(ctx, func(repos dnfrepo.Group, r dnfguild.Registry) error {
c, e := selectedGuildCharacter(ctx, repos, session)
if e != nil {
return e
}
if c.AccountID != s.accountIDForSession(session) {
return dnfguild.ErrCharacterNotFound
}
g, _, ok := r.GuildForCharacter(c.CharacterID)
if !ok {
return dnfguild.ErrNotMember
}
if practice {
return dnfguild.ErrInvalidContent
}
g, e = r.WarAdmission(c.CharacterID, uint32(d.ID), rules, s.gameplayNow())
if e != nil {
return e
}
for _, member := range runtimePartyMembers(runtimePartyStateSnapshot(session)) {
if member.UserID != 0 {
if _, e = r.WarAdmission(strconv.Itoa(int(member.UserID)), uint32(d.ID), rules, s.gameplayNow()); e != nil {
return e
}
if _, ok := g.Members[strconv.Itoa(int(member.UserID))]; !ok {
return dnfguild.ErrNotMember
}
}
}
id, key = g.ID, g.War.Battle.Key
return nil
})
return id, key, err
}
func (s *Service) commitCurrentGuildWarEntry(session *gameSession, runtime *runtimeDungeonState) error {
if runtime.guildWarID == 0 {
return nil
}
rules, err := s.currentGuildWarRules()
if err != nil {
return err
}
missions, err := s.currentGuildWarMissionsCatalog()
if err != nil {
return err
}
ctx, cancel := s.currentGuildContext()
defer cancel()
return s.transactCurrentGuildAssets(ctx, session, func(tx dnfrepo.Group, r *dnfguild.Registry, c *dnfrepo.CharacterRecord) error {
joined, e := r.JoinWar(c.CharacterID, runtime.guildWarKey, uint32(runtime.Dungeon.ID), rules, s.gameplayNow())
if e != nil || !joined {
return e
}
state, e := dnfguild.LoadWarMissions(ctx, tx.Settings, c.CharacterID, missions, s.gameplayNow())
if e != nil {
return e
}
if e = state.Observe(missions, "join", uint32(runtime.Dungeon.ID), runtime.guildWarKey, s.gameplayNow(), s.gameplayNow()); e != nil {
return e
}
return dnfguild.SaveWarMissions(ctx, tx.Settings, c.CharacterID, state, s.gameplayNow())
})
}