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

213 lines
7.9 KiB
Go

package dnfbridge
import (
"encoding/binary"
"errors"
"fmt"
"math"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
"longheng.io/server/internal/modules/dnf/wedding"
)
const (
currentNPCShopBuyRequestWireSize = 16
currentNPCShopSellRequestWireSize = 11
currentNPCShopPurchaseCountRequestWireSize = 4
currentNPCShopPurchaseCountListCount = 4
currentNPCShopBuyErrorCode = byte(0x04)
currentNPCShopSellErrorCode = byte(0x11)
// currentNPCShopSellErrorLocked is the op22 failure code the client maps to
// dstr 42232 「在物品已锁定状态下, 您无法进行当前操作。」 - the same 214 the
// upgrade, private-store (op87) and cargo paths already answer. Without it a
// locked item looked like any other sell failure and the client stayed silent
// (live 2026-09-15 07:35: the rejection itself was correct).
currentNPCShopSellErrorLocked = byte(214)
currentNPCShopMaxBuyCount = uint32(math.MaxUint16)
)
var errCurrentNPCShopRequestInvalid = errors.New("dnf current NPC shop request is invalid")
type currentNPCShopBuyRequest struct {
ItemID uint32
// Count is the raw wire value until PVF item-kind validation. The current
// client sends 0 for one equipment item and positive counts for stackables.
Count uint32
ShopContext uint32
ActorContext uint32
}
type currentNPCShopSellRequest struct {
ListType byte
Slot int16
Count uint32
ActorContext uint32
}
type currentNPCShopBuyResult struct {
WeddingPurchase *wedding.Result
WeddingRoom *wedding.RoomResult
GoldAfter int64
SPAfter int64
CoinAfter int64
Item currentItemListEntry
Updates []currentItemListEntry
// ItemListType is the list the purchased rows belong to. Ordinary goods
// stay in list 0 and their rows ride inside Updates; guild medals and
// guardian gems land in list 38 and their rows are carried separately in
// ItemUpdates so the handler can send them under the right op14 list byte.
ItemListType byte
ItemUpdates []currentItemListEntry
Slot int16
ItemID uint32
Count uint32
CostItemID uint32
CostItemNewCount int64
}
type currentNPCShopSellResult struct {
GoldAfter int64
ListType byte
Slot int16
Applied uint32
ItemID uint32
Updates []currentItemListEntry
}
func parseCurrentNPCShopPurchaseCountRequest(body []byte) (uint32, error) {
if len(body) == 0 {
return 0, nil
}
if len(body) != currentNPCShopPurchaseCountRequestWireSize {
return 0, fmt.Errorf("%w: purchase-count body length=%d want=0 or %d", errCurrentNPCShopRequestInvalid, len(body), currentNPCShopPurchaseCountRequestWireSize)
}
return binary.LittleEndian.Uint32(body), nil
}
func parseCurrentNPCShopBuyRequest(body []byte) (currentNPCShopBuyRequest, error) {
if len(body) != currentNPCShopBuyRequestWireSize {
return currentNPCShopBuyRequest{}, fmt.Errorf("%w: buy body length=%d want=%d", errCurrentNPCShopRequestInvalid, len(body), currentNPCShopBuyRequestWireSize)
}
request := currentNPCShopBuyRequest{
ItemID: binary.LittleEndian.Uint32(body[0:4]),
Count: binary.LittleEndian.Uint32(body[4:8]),
ShopContext: binary.LittleEndian.Uint32(body[8:12]),
ActorContext: binary.LittleEndian.Uint32(body[12:16]),
}
if request.ItemID == 0 || request.Count > currentNPCShopMaxBuyCount {
return currentNPCShopBuyRequest{}, fmt.Errorf("%w: buy item=%d count=%d", errCurrentNPCShopRequestInvalid, request.ItemID, request.Count)
}
return request, nil
}
func normalizeCurrentNPCShopBuyCount(definition dungeonDropItemDefinition, wireCount uint32) (uint32, error) {
switch definition.Kind {
case dungeonDropItemEquipment:
if wireCount > 1 {
return 0, fmt.Errorf("%w: equipment item=%d wire_count=%d", errCurrentNPCShopProductUnavailable, definition.ItemID, wireCount)
}
return 1, nil
case dungeonDropItemStackable:
if wireCount == 0 {
return 0, fmt.Errorf("%w: stackable item=%d wire_count=0", errCurrentNPCShopRequestInvalid, definition.ItemID)
}
return wireCount, nil
default:
return 0, fmt.Errorf("%w: item=%d kind=%s", errCurrentNPCShopProductUnavailable, definition.ItemID, definition.Kind)
}
}
func parseCurrentNPCShopSellRequest(body []byte) (currentNPCShopSellRequest, error) {
if len(body) != currentNPCShopSellRequestWireSize {
return currentNPCShopSellRequest{}, fmt.Errorf("%w: sell body length=%d want=%d", errCurrentNPCShopRequestInvalid, len(body), currentNPCShopSellRequestWireSize)
}
slot := int16(binary.LittleEndian.Uint16(body[1:3]))
request := currentNPCShopSellRequest{
ListType: body[0],
Slot: slot,
Count: binary.LittleEndian.Uint32(body[3:7]),
ActorContext: binary.LittleEndian.Uint32(body[7:11]),
}
if request.ListType != dnfrepo.MainInventoryListType || request.Slot <= 0 || request.Count == 0 {
return currentNPCShopSellRequest{}, fmt.Errorf("%w: sell list=%d slot=%d count=%d", errCurrentNPCShopRequestInvalid, request.ListType, request.Slot, request.Count)
}
// 晶体/灵魂仓库(list 0, 354..365)里的道具可以原地卖给 NPC:客户端把它们当普通
// list-0 格子寻址(现场 2026-09-17 16:19:09 就是 list=0 slot=358 count=10 被这里
// 拒掉,玩家看到的是"拖上去没反应")。归属由 npcshop owner 的 Assets.AccountInventory
// 决定,见 commitCurrentNPCShopSell。
return request, nil
}
// currentNPCShopBuyAckAmountIsPurchasedCount 决定购买回包里那一行道具的数量字段写什么。
//
// 现场:客户端把回包里这一行的数量**累加**进它自己的“已购买”计数,于是显示 1/3/6/10/15
// (买第 n 个时入库堆叠数正好是 n,累加成三角数)。官方协议里这行是“本次买到的道具”,
// 数量应当是本次购买数量;入库后的真实堆叠数由紧随其后的 op14 增量行负责(我们本来就发,
// 且客户端的背包数量一直是对的)。所以这里写 result.Count。
//
// 若真机实测发现背包数量出现异常(例如停在购买数量而不是总堆叠数),把常量改成 false
// 即回到“写入库后堆叠数”的旧行为。
const currentNPCShopBuyAckAmountIsPurchasedCount = true
func buildCurrentNPCShopBuySuccessBody(result currentNPCShopBuyResult) []byte {
var body packetWriter
body.writeByte(1)
body.writeUint32(currentNPCShopWalletUint32(result.GoldAfter))
body.writeUint32(currentNPCShopWalletUint32(result.SPAfter))
body.writeUint32(0)
body.writeUint32(currentNPCShopWalletUint32(result.CoinAfter))
ackItem := result.Item
if currentNPCShopBuyAckAmountIsPurchasedCount {
purchased := result.Count
if purchased == 0 {
purchased = 1
}
binary.LittleEndian.PutUint32(ackItem.data[0x06:0x0A], purchased)
}
body.writeBytes(ackItem.data[:])
// 86JP BuyItemAckBuilder: trailing cost-item rows (u8 count, then
// u32 item id + u32 new stack count each). Gold buys carry none; material
// exchanges report the consumed material's remaining count.
if result.CostItemID == 0 {
body.writeByte(0)
} else {
body.writeByte(1)
body.writeUint32(result.CostItemID)
body.writeUint32(currentNPCShopWalletUint32(result.CostItemNewCount))
}
return body.bytes()
}
func buildCurrentNPCShopPurchaseCountBody() []byte {
var body packetWriter
body.writeByte(1)
for range currentNPCShopPurchaseCountListCount {
body.writeUint32(0)
}
return body.bytes()
}
func buildCurrentNPCShopSellSuccessBody(result currentNPCShopSellResult) []byte {
var body packetWriter
body.writeByte(1)
body.writeUint32(currentNPCShopWalletUint32(result.GoldAfter))
body.writeByte(result.ListType)
body.writeUint16(uint16(result.Slot))
body.writeUint32(result.Applied)
return body.bytes()
}
func buildCurrentNPCShopFailureBody(errorCode byte) []byte {
return []byte{0, errorCode}
}
func currentNPCShopWalletUint32(value int64) uint32 {
if value <= 0 {
return 0
}
if value > math.MaxUint32 {
return math.MaxUint32
}
return uint32(value)
}