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
114 lines
4.2 KiB
Go
114 lines
4.2 KiB
Go
package dnfbridge
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import (
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"context"
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"testing"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfitemlock "longheng.io/server/internal/modules/dnf/itemlock"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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dnfrepomemory "longheng.io/server/internal/modules/dnf/repository/memory"
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)
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// 两把锁都只存在于客户端:黄色装备锁在 op251 锁列表里,小的蓝色整理锁在 op713
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// 位置回放里(物品行并不携带它们)。打开礼包会重发 op14 物品行,客户端重建格子
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// 时两套标记一起消失 —— 活体 2026-09-15 07:36-07:40:开礼包后装备锁与装扮锁定
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// 的小蓝锁都消失,整理背包或重新选角才恢复(那两条路都会重放)。
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// 这条测试同时钉住"没有任何锁定时一个多余的包都不发"。
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func TestPackageOpenReplaysBothLockKindsOnlyWhenSomethingIsLocked(t *testing.T) {
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for name, test := range map[string]struct {
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rows map[string]dnfrepo.ItemStack
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wantEquipLock bool
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wantSortLock bool
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}{
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"装备锁一行": {
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rows: map[string]dnfrepo.ItemStack{
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"0:20": {ItemID: 700, Count: 1, Extra: map[string]string{"equipment_lock_state": "1"}},
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},
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wantEquipLock: true,
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},
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"整理锁一行": {
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rows: map[string]dnfrepo.ItemStack{
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"0:21": {ItemID: 701, Count: 1, Extra: map[string]string{"item_sort_lock_state": "1"}},
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},
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wantSortLock: true,
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},
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"两把锁都有": {
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rows: map[string]dnfrepo.ItemStack{
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"0:20": {ItemID: 700, Count: 1, Extra: map[string]string{"equipment_lock_state": "1"}},
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"0:21": {ItemID: 701, Count: 1, Extra: map[string]string{"item_sort_lock_state": "1"}},
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},
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wantEquipLock: true,
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wantSortLock: true,
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},
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"没有锁": {rows: nil},
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} {
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t.Run(name, func(t *testing.T) {
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catalog := mustCurrentBoosterTestCatalog(t)
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repositories := dnfrepomemory.NewMemoryGroup()
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ctx := context.Background()
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if err := repositories.Character.Save(ctx, dnfrepo.CharacterRecord{
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CharacterID: "19", AccountID: "account-1",
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}); err != nil {
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t.Fatal(err)
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}
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slots := map[string]dnfrepo.ItemStack{"0:75": {ItemID: 500, Count: 2}}
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for key, stack := range test.rows {
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slots[key] = stack
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}
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if err := repositories.Inventory.Save(ctx, dnfrepo.InventoryRecord{
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CharacterID: "19", Slots: slots,
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}); err != nil {
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t.Fatal(err)
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}
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connection := &bufferConn{}
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service := currentBoosterTestService(catalog, repositories)
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service.gameplayTimers = newFakeCurrentDungeonDeathTimerQueue()
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session := &gameSession{conn: connection, connID: "booster-lock-replay-test", selectedCharacterID: 19}
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if err := service.handleGameCommand(
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session,
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byte(dnfenum.GameCmdCommand),
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uint16(dnfenum.CmdPacketUseBoosterItem),
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[]byte{75, 0},
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); err != nil {
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t.Fatal(err)
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}
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ack, rest := splitGameServerUpperPacket(t, connection.write.Bytes())
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if ack.Header.MsgID != uint16(dnfenum.CmdPacketUseBoosterItem) {
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t.Fatalf("ack header=%+v", ack.Header)
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}
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rest = assertCurrentBoosterSourceRefresh(t, rest, 75, 500, 1)
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_, rest = splitCurrentSceneItemListPacket(t, rest)
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// 逐包收尾:允许 op251 与 op713 各一次,其他一律不允许。
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var sawEquipLock, sawSortLock bool
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for len(rest) > 0 {
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packet, trailing := splitGameServerUpperPacket(t, rest)
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rest = trailing
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switch packet.Header.MsgID {
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case dnfitemlock.LockListMessageID:
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if sawEquipLock {
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t.Fatalf("重复的锁列表包 header=%+v", packet.Header)
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}
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sawEquipLock = true
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if packet.Header.Classification != 0 || len(packet.Body) < 2 ||
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packet.Body[0] == 0 && packet.Body[1] == 0 {
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t.Fatalf("锁列表包应为非空: header=%+v body=%x", packet.Header, packet.Body)
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}
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case uint16(dnfenum.CmdPacketRequestItemSortLock):
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if sawSortLock {
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t.Fatalf("重复的整理锁包 header=%+v", packet.Header)
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}
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sawSortLock = true
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default:
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t.Fatalf("尾部出现意外包 header=%+v", packet.Header)
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}
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}
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if sawEquipLock != test.wantEquipLock || sawSortLock != test.wantSortLock {
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t.Fatalf("锁回放 装备锁=%t 整理锁=%t want 装备锁=%t 整理锁=%t",
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sawEquipLock, sawSortLock, test.wantEquipLock, test.wantSortLock)
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}
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})
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}
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}
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