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

169 lines
6.7 KiB
Go

package dnfbridge
import "fmt"
// sendNotice is the single server-side entry point for telling one player
// something. Two backends exist because the client splits the work:
//
// - noticeBackendNative writes class0/NOTI 12, the client's own announcement
// packet (native_notice.go). The surface and its color are chosen by the
// client from the message-type byte; the server cannot override either.
// Decoded from sub_232BC80's jump table (type <= 0x3F indexes byte table
// 0x0272BF1C into dword table 0x0272BF00).
// - noticeBackendOverlay writes the DLL-private class0/op413 type-4 envelope
// that 90CN.dll renders itself (client_notice.go), which is the only
// surface where the server controls color, wrapping and size.
// - noticeBackendNativeWindow writes the same op413 envelope with style 2,
// which 90CN.dll turns into the client's own native window (scene UI owner
// 0x298) carrying the server text. It is the only surface that is a real
// in-game window rather than a chat line or an owned overlay: it survives
// exclusive fullscreen, honors multi-line text, and the client owns its
// frame and title ("公告"), so the server controls the text only.
//
// Callers pick a surface, not a backend: "put this on the 系统 tab", "draw this
// as a popup over the game window" and "open a native window with this" are the
// three decisions a caller actually has.
type noticeBackend byte
const (
noticeBackendNative noticeBackend = iota
noticeBackendOverlay
noticeBackendNativeWindow
)
// noticeSurface names one proven destination. ClientColor documents the ARGB
// the client hardcodes for a native surface; it is informational there and
// cannot be changed from the server.
type noticeSurface struct {
Name string
Backend noticeBackend
Type currentNativeNoticeType
Channel byte
ClientColor uint32
}
// The native surfaces below are the distinct code paths in sub_232BC80, each
// confirmed on screen on 2026-08-21 by sending one labeled notice per surface
// to a live client. The chat window puts them on three different tabs and the
// client owns every color: the ARGB values are pushed by the client itself
// from the message type, so a server color is impossible on these surfaces.
var (
// 系统 tab, light blue. The handle byte makes no visible difference here:
// types 0/ch0, 0/ch1 and 0/ch2 all rendered identically.
noticeSurfaceSystemTab = noticeSurface{
Name: "native_system_tab", Backend: noticeBackendNative,
Type: currentNativeNoticeTypeSystem, ClientColor: 0xFF9BC8E6,
}
// 系统 tab, magenta. A per-player hint that the default light blue proved
// too easy to miss.
noticeSurfaceSystemMagenta = noticeSurface{
Name: "native_system_magenta", Backend: noticeBackendNative,
Type: currentNativeNoticeTypeSystemMagenta, ClientColor: 0xFFFF00FF,
}
// 系统 tab, cyan.
noticeSurfaceSystemCyan = noticeSurface{
Name: "native_system_cyan", Backend: noticeBackendNative,
Type: currentNativeNoticeTypeSystemCyan, ClientColor: 0xFF69F1FF,
}
// Type 44 wraps the server text in client string 0x11653, which reads
// "恭喜[%s]成为[疯狂强化之旅]活动中的幸运获奖者。". Only use it for that event.
noticeSurfaceSystemLuckyTemplate = noticeSurface{
Name: "native_system_lucky_template", Backend: noticeBackendNative,
Type: currentNativeNoticeTypeSystemLuckyTemplate, ClientColor: 0xFFFF00FF,
}
// 喇叭 tab, rendered green with the native D&F badge. This is what
// df_game_r's own world broadcast uses.
noticeSurfaceMegaphone = noticeSurface{
Name: "native_megaphone", Backend: noticeBackendNative,
Type: currentNativeNoticeTypeBroadcast,
}
// 普通 tab. df_game_r uses it for reward lines.
noticeSurfaceNormalTab = noticeSurface{
Name: "native_normal_tab", Backend: noticeBackendNative,
Type: currentNativeNoticeTypeReward,
}
// The owned overlay: the only surface that accepts a server color.
noticeSurfaceOverlay = noticeSurface{
Name: "overlay", Backend: noticeBackendOverlay,
}
// The client's own native window (scene UI owner 0x298). Multi-line text
// works; the client owns the frame, the title and the colors, so a server
// color is ignored here just like on the native chat surfaces.
noticeSurfaceNativeWindow = noticeSurface{
Name: "native_window", Backend: noticeBackendNativeWindow,
}
)
// noticeRequest is what a caller fills in. Color is honored only by the
// overlay backend; a native surface logs that its client-side color wins.
type noticeRequest struct {
Surface noticeSurface
Text string
Color uint32
// Channel overrides the surface's third byte for a native surface. Zero
// keeps the surface default, which is what df_game_r sends.
Channel byte
// ReferenceID fills the native u16 the client resolves through its own
// lookup. The client owns every color it paints, so an id it recognizes is
// the only way a notice line can carry a colored name.
ReferenceID uint16
Source string
}
// sendNotice routes one notice to its surface. A notice is presentation only:
// an unusable request is logged and dropped so a caller's gameplay result is
// never lost to a cosmetic message.
func (s *Service) sendNotice(session *gameSession, request noticeRequest) error {
if s == nil || session == nil || session.conn == nil {
return nil
}
if request.Source == "" {
request.Source = "unspecified"
}
switch request.Surface.Backend {
case noticeBackendOverlay:
return s.sendCurrentClientNotice(
session,
request.Text,
request.Color,
request.Source+":"+request.Surface.Name,
)
case noticeBackendNativeWindow:
if request.Color != currentClientNoticeDefaultColor {
s.logGameEvent(session, "game-notice-color-ignored",
"source", request.Source,
"surface", request.Surface.Name,
"requested_color", request.Color,
"reason", "the_client_owns_the_native_window_frame_and_colors")
}
return s.sendCurrentClientNativeWindowNotice(
session,
request.Text,
request.Source+":"+request.Surface.Name,
)
case noticeBackendNative:
if request.Color != currentClientNoticeDefaultColor {
s.logGameEvent(session, "game-notice-color-ignored",
"source", request.Source,
"surface", request.Surface.Name,
"requested_color", request.Color,
"client_color", request.Surface.ClientColor,
"reason", "noti12_color_is_chosen_by_the_client_from_the_message_type")
}
channel := request.Surface.Channel
if request.Channel != 0 {
channel = request.Channel
}
return s.sendCurrentNativeNotice(
session,
request.Surface.Type,
channel,
request.ReferenceID,
request.Text,
request.Source+":"+request.Surface.Name,
)
default:
return fmt.Errorf("unknown notice backend %d", request.Surface.Backend)
}
}