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

78 lines
3.1 KiB
Go

package dnfbridge
import (
"longheng.io/server/internal/modules/dnf/alignedcmd"
)
// leaveRuntimePartyOnAbandonedDungeonExit removes the character from its party
// when it abandons a dungeon run, per the operator's rule: a member who force
// quits while the party still has other members leaves the party; the last
// remaining member stays. A one-member party is left untouched because leaving
// it is indistinguishable from staying and would only churn the client window.
//
// Only an abandoned run reaches this. A completed clear returns to town through
// its own settlement route and must keep the party together for the next run.
//
// This is the non-party-dungeon half of the rule. A run that was admitted as a
// shared party dungeon owns a runtimePartyDungeonOwner, and
// detachRuntimePartyDungeonMemberForTownReturn already removes the returning
// member from both the central party and that shared roster under the owner's
// world lock. A member that entered alone while its town party stayed behind
// has no owner at all, so nothing removed it and the abandoned run left the
// quitter still rostered - which is what this closes. The two are mutually
// exclusive at the single abandon boundary in sendCurrentActiveDungeonReturnToTown.
func (s *Service) leaveRuntimePartyOnAbandonedDungeonExit(
session *gameSession,
previousState alignedcmd.PartyState,
source string,
) error {
if s == nil || session == nil {
return nil
}
sourceID := selectedCharacterID(session)
if sourceID == 0 {
return nil
}
if previousState.PartyID <= 0 {
previousState = runtimePartyStateSnapshot(session)
}
members := runtimePartyMembers(previousState)
if previousState.PartyID <= 0 || len(members) < 2 {
return nil
}
identity, bound := s.boundGameSessionCharacterSnapshot(session)
if !bound {
return nil
}
nextState, result, removed := s.leaveManagedRuntimeParty(identity)
if !removed {
// The manager no longer holds this member, but its client cache still
// shows the room. Clearing the projection and publishing the empty
// window is idempotent and restores solo dungeon permission, exactly as
// the native op13 leave handler does for the same state.
s.clearRuntimePartyProjection(identity.character, identity.generation)
s.logGameEvent(session, "game-party-forced-dungeon-exit-leave-skipped",
"char_id", sourceID,
"party_id", previousState.PartyID,
"source", source,
"reason", result.Reason)
return s.sendRuntimePartyMemberRemoved(session, uint16(previousState.PartyID), alignedcmd.PartyState{})
}
s.logGameEvent(session, "game-party-forced-dungeon-exit-left",
"char_id", sourceID,
"party_id", previousState.PartyID,
"member_count", len(members),
"remaining_party_id", nextState.PartyID,
"source", source,
"reason", "abandoned_dungeon_run_leaves_a_party_that_still_has_other_members")
if err := s.sendRuntimePartyMemberRemoved(session, uint16(previousState.PartyID), nextState); err != nil {
return err
}
if nextState.PartyID > 0 {
s.syncRuntimePartyUDPRelay(nextState)
} else {
s.closeRuntimePartyUDPRelay(previousState.PartyID)
}
return s.broadcastRuntimePartyMemberRemoved(session, previousState, nextState, sourceID, session)
}