Files
90CNServer/server/internal/services/dnfbridge/online_event_spend_time_claim.go
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

104 lines
4.3 KiB
Go

package dnfbridge
import (
"context"
"strconv"
dnfonlineevent "longheng.io/server/internal/modules/dnf/onlineevent"
)
// handleCurrentSpendTimeClaim 处理「累计在线得好礼」(event 2347) 的「领取」请求,
// 对应客户端指令 CmdPacketOntimeEventRequestReward(285)。
//
// 为什么需要它:本树此前没有注册 285,客户端点「领取」发出的包被当成"未处理指令"
// 静默丢弃且不回包,界面上表现为"点击没有反应"。同时服务端只在活动 tick 里自动
// 结算,所以奖励其实会到账,只是按钮没有任何反馈、界面状态也不刷新。
//
// 本 handler 复用与自动结算完全相同的领取实现 claimCurrentSpendTimeUnlockedStages
// (它是幂等的:已领取的阶段会被跳过),因此:
// - 已达标的阶段立刻补齐并入账;
// - 物品回执走 op14,与自动发放同一条路径;
// - 进度走 op1206,客户端据此刷新阶段/计数显示。
//
// 请求体格式未被确证,因此**不依赖**它的内容:一律尝试领取所有已达标未领取的阶段。
// 这样无论客户端传阶段号、传 0、还是传空体,点击都能得到正确结果。
func (s *Service) handleCurrentSpendTimeClaim(session *gameSession, _ []byte) error {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return nil
}
if session.spendTime.catalog == nil {
// 活动目录尚未建立(例如刚登录、描述符还没装)。这不是错误:
// 首次初始化的自动结算随后会补发。
s.logGameEvent(session, "game-ontime-event-reward-deferred",
"char_id", session.selectedCharacterID,
"reason", "spend_time_catalog_not_ready")
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), currentSpendTimeWriteTimeout)
defer cancel()
owner, err := s.currentSpendTimeOwner()
if err != nil {
s.logGameEvent(session, "game-ontime-event-reward-rejected",
"char_id", session.selectedCharacterID, "reason", "owner_unavailable", "error", err)
return nil
}
accountID := s.accountIDForSession(session)
characterIDText := strconv.Itoa(int(session.selectedCharacterID))
now := s.gameplayNow()
session.spendTime.mu.Lock()
defer session.spendTime.mu.Unlock()
catalog := session.spendTime.catalog
snapshot, err := owner.Status(ctx, dnfonlineevent.StatusCommand{
AccountID: accountID,
CharacterID: characterIDText,
Definition: catalog.definition,
ObservedAt: now,
})
if err != nil {
s.logGameEvent(session, "game-ontime-event-reward-rejected",
"char_id", session.selectedCharacterID, "reason", "status_failed", "error", err)
return nil
}
snapshot, items, claimErr := s.claimCurrentSpendTimeUnlockedStages(
ctx, owner, accountID, characterIDText, catalog, snapshot, now)
if claimErr != nil {
s.logGameEvent(session, "game-ontime-event-reward-deferred",
"char_id", session.selectedCharacterID,
"online_seconds", snapshot.OnlineSeconds,
"error", claimErr)
} else {
session.spendTime.onlineSeconds = snapshot.OnlineSeconds
session.spendTime.completedStages = currentSpendTimeClaimedStages(catalog.definition, snapshot)
}
// 物品回执:与自动发放走同一条 op14 路径。
if err := s.sendCurrentSpendTimeRewardItemUpdates(session, items, "ontime_event_claim_request"); err != nil {
s.logGameEvent(session, "game-ontime-event-reward-item-update-failed",
"char_id", session.selectedCharacterID, "error", err)
}
// 进度刷新:客户端据此更新阶段/计数与可领取状态。
if body, buildErr := buildCurrentSpendTimeProgressBody(
session.spendTime.onlineSeconds, session.spendTime.completedStages); buildErr != nil {
s.logGameEvent(session, "game-ontime-event-reward-progress-build-failed",
"char_id", session.selectedCharacterID, "error", buildErr)
} else if sendErr := s.sendGameUpperRawClass(
session, currentSpendTimeProgressMsgID, body, 0); sendErr != nil {
s.logGameEvent(session, "game-ontime-event-reward-progress-send-failed",
"char_id", session.selectedCharacterID, "error", sendErr)
}
s.logGameEvent(session, "game-ontime-event-reward-answered",
"char_id", session.selectedCharacterID,
"online_seconds", session.spendTime.onlineSeconds,
"completed_stages", session.spendTime.completedStages,
"granted_items", len(items))
return nil
}