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

234 lines
7.6 KiB
Go

package dnfbridge
import (
"encoding/binary"
"strconv"
dnfguild "longheng.io/server/internal/modules/dnf/guild"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
func buildCurrentGuildWarMissionsBody(catalog *dnfguild.WarMissionCatalog, state dnfguild.WarMissionState) []byte {
var w packetWriter
// E90600 reads daily then season, each with a u32 count and packed 9-byte
// rows. E90D2E tests the last byte against 1 (already claimed), then compares
// progress with the required count from PVF. Send every configured mission.
for _, season := range []bool{false, true} {
count := uint32(0)
for _, m := range catalog.Missions {
if m.Season == season {
count++
}
}
w.writeUint32(count)
for _, m := range catalog.Missions {
if m.Season != season {
continue
}
v := state.Values[m.ID]
w.writeUint32(m.ID)
w.writeUint32(min(v.Progress, m.Required))
w.writeByte(boolByte(v.Claimed))
}
}
return w.bytes()
}
func (s *Service) currentGuildWarMissionsCatalog() (*dnfguild.WarMissionCatalog, error) {
items, err := s.currentPVFItemCatalog()
if err != nil {
return nil, err
}
return dnfguild.LoadWarMissionsCatalog(items.source)
}
func (s *Service) handleCurrentGuildWarInfo(session *gameSession, body []byte) error {
const opcode = uint16(1345)
// u32(2) is also emitted at the native post-op24 boundary. Retain the
// already-owned scene tail before interpreting the same packet as a query.
if isCurrentLegacyTownSceneReadyAck(body) {
if err := s.sendCurrentLegacyTownSceneReadyBoundary(session, "legacy_type1345_scene_ready_ack"); err != nil {
return err
}
}
if session == nil || session.selectedCharacterID == 0 {
return nil
}
if ready, _ := s.currentSceneTransitionReadyForState(session); !ready {
return nil
}
if len(body) != 4 || binary.LittleEndian.Uint32(body) > 3 {
return s.sendGameUpperFailure(session, opcode, 253)
}
mode := binary.LittleEndian.Uint32(body)
// The scene tail remains usable in isolated bootstrap/no-repository states.
if repos, ok := s.repositoryGroup(); !ok || repos.Settings == nil || repos.Character == nil {
return nil
}
ctx, cancel := s.currentGuildContext()
defer cancel()
var guild *dnfguild.Guild
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
}
guild, _, _ = r.GuildForCharacter(c.CharacterID)
return nil
})
if err != nil {
return s.sendGameUpperFailure(session, opcode, 253)
}
// Login also emits these queries without a guild. Leave their established
// scene-tail behavior intact; no guild-war window is accessible then.
if guild == nil {
return nil
}
catalog, err := s.currentGuildWarMissionsCatalog()
if err != nil {
s.logGameEvent(session, "game-guild-war-missions-catalog-failed", "error", err)
if mode == 2 {
return nil
}
return s.sendGameUpperFailure(session, opcode, 253)
}
repos, _ := s.repositoryGroup()
state, err := dnfguild.LoadWarMissions(ctx, repos.Settings, strconv.Itoa(int(session.selectedCharacterID)), catalog, s.gameplayNow())
if err != nil {
return s.sendGameUpperFailure(session, opcode, 253)
}
if err = s.sendGameUpperSuccess(session, opcode, nil); err != nil {
return err
}
if mode != 2 {
if err = s.writeCurrentGuildWarOverview(session, guild); err != nil {
return err
}
}
s.logGameEvent(session, "game-guild-war-info-sent", "query", mode, "guild_id", guild.ID, "missions", len(catalog.Missions))
return s.sendGameUpperRawClass(session, 1283, buildCurrentGuildWarMissionsBody(catalog, state), 0)
}
func currentGuildWarMissionError(err error) byte {
return currentGuildWarError(err)
}
func (s *Service) writeCurrentGuildWarMissions(session *gameSession) error {
catalog, err := s.currentGuildWarMissionsCatalog()
if err != nil {
return err
}
repos, ok := s.repositoryGroup()
if !ok {
return dnfguild.ErrRepositoryUnavailable
}
ctx, cancel := s.currentGuildContext()
defer cancel()
state, err := dnfguild.LoadWarMissions(ctx, repos.Settings, strconv.Itoa(int(session.selectedCharacterID)), catalog, s.gameplayNow())
if err != nil {
return err
}
return s.sendGameUpperRawClass(session, 1283, buildCurrentGuildWarMissionsBody(catalog, state), 0)
}
func (s *Service) handleCurrentGuildWarMissionReward(session *gameSession, body []byte) error {
const opcode = uint16(1346)
if len(body) != 4 {
return s.sendGameUpperFailure(session, opcode, 253)
}
if ready, _ := s.currentSceneTransitionReadyForState(session); !ready {
return s.sendGameUpperFailure(session, opcode, 253)
}
id := binary.LittleEndian.Uint32(body)
catalog, err := s.currentGuildWarMissionsCatalog()
if err != nil {
return s.sendGameUpperFailure(session, opcode, 253)
}
items, err := s.currentPVFItemCatalog()
if err != nil {
return s.sendGameUpperFailure(session, opcode, 253)
}
ctx, cancel := s.currentGuildContext()
defer cancel()
var state dnfguild.WarMissionState
var updates []currentItemListEntry
err = s.transactCurrentGuildAssets(ctx, session, func(tx dnfrepo.Group, r *dnfguild.Registry, c *dnfrepo.CharacterRecord) error {
if _, _, found := r.GuildForCharacter(c.CharacterID); !found {
return dnfguild.ErrNotMember
}
var e error
state, e = dnfguild.LoadWarMissions(ctx, tx.Settings, c.CharacterID, catalog, s.gameplayNow())
if e != nil {
return e
}
rewards, e := state.Claim(catalog, id, s.gameplayNow())
if e != nil {
return e
}
if len(rewards) == 0 {
return nil
}
if tx.Inventory == nil {
return dnfguild.ErrRepositoryUnavailable
}
inventory, found, e := tx.Inventory.Load(ctx, c.CharacterID)
if e != nil {
return e
}
if !found {
return dnfguild.ErrRepositoryUnavailable
}
inventory = dnfrepo.CloneInventory(inventory)
changed := make(map[string]bool)
for _, reward := range rewards {
definition, e := items.ResolveItem(reward.ItemID)
if e != nil {
return e
}
if definition.Kind != dungeonDropItemStackable || definition.InventoryListType != dnfrepo.MainInventoryListType {
return errDungeonPickupItemInvalid
}
slots, e := grantCurrentCeraShopProduct(&inventory, definition, reward.Count, s.currentInventoryPlacementMainSlotCount(ctx, &inventory, c.CharacterID))
if e != nil {
return e
}
for _, slot := range slots {
changed[currentCeraShopInventorySlotKey(definition.InventoryListType, int16(slot))] = true
}
}
for key := range changed {
list, slot, valid := parseSceneInventorySlotKey(key)
if !valid {
return errDungeonPickupItemInvalid
}
stack := inventory.Slots[key]
entry := currentItemListEntryFromStack(list, slot, stack)
stack.RawEntry = append([]byte(nil), entry.data[:]...)
inventory.Slots[key] = stack
updates = append(updates, entry)
}
if e = tx.Inventory.Save(ctx, inventory); e != nil {
return e
}
return dnfguild.SaveWarMissions(ctx, tx.Settings, c.CharacterID, state, s.gameplayNow())
})
if err != nil {
s.logGameEvent(session, "game-guild-war-mission-rejected", "mission", id, "error", err)
return s.sendGameUpperFailure(session, opcode, currentGuildWarMissionError(err))
}
if err = s.sendGameUpperSuccess(session, opcode, nil); err != nil {
return err
}
if len(updates) > 0 {
sortCurrentItemListEntries(updates)
if err = s.sendGameUpperRawClass(session, 14, buildCurrentItemUpdateBody(0, updates), 0); err != nil {
return err
}
}
s.logGameEvent(session, "game-guild-war-mission-claimed", "mission", id, "updated_slots", len(updates))
return s.sendGameUpperRawClass(session, 1283, buildCurrentGuildWarMissionsBody(catalog, state), 0)
}