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

257 lines
9.9 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"fmt"
"strconv"
"strings"
dnfproto "longheng.io/server/internal/modules/dnf/protocol"
"longheng.io/server/internal/modules/dnf/raid"
)
// The refusal codes of the client's C2S 666 (START_RAID) answer.
//
// sub_1D04620 is registered for opcode 666 and is a (result, message code)
// dispatcher: a non-zero result byte jumps straight to its epilogue, and a zero
// one picks a string out of the client's own table, formats it and opens the
// announcement window (scene UI owner 0x298) with it. The codes it knows are
//
// 0x08 -> 49075 只有攻坚队长才能开始。
// 0x11 -> 49085 攻坚队中存在未准备入场材料的队员。
// 0x13 -> 65066 当前状态下, 无法挑战安徒恩团队模式。
// 0x16 -> 49077 攻坚队要求的最低人数不足, 无法开始。
// 0xD9 -> 66021 攻坚队有队员超过每日的通关次数上限。
//
// 0x11 and 0xD9 additionally read a u32 count followed by count u32s -- the
// members the message is about. The client consumes and discards that list, but
// the cursor still has to line up, so it is only written for those two codes.
const (
runtimeRaidStartFailureNotLeader byte = 0x08
runtimeRaidStartFailureEntryCost byte = 0x11
runtimeRaidStartFailureInvalidState byte = 0x13
runtimeRaidStartFailureMinimumRoster byte = 0x16
runtimeRaidStartFailureDailyLimit byte = 0xD9
)
// sendRaidStartFailure answers C2S 666 with one of the client's own refusal
// messages. The generic sendRaidCommandFailure body is {0, 3}, and code 3 is not
// in the dispatcher's table, which is why a refused start used to look like the
// client had ignored the click.
func (s *Service) sendRaidStartFailure(session *gameSession, typ uint16, code byte, members []uint16) error {
body := []byte{0, code}
switch code {
case runtimeRaidStartFailureEntryCost, runtimeRaidStartFailureDailyLimit:
body = binary.LittleEndian.AppendUint32(body, uint32(len(members)))
for _, member := range members {
body = binary.LittleEndian.AppendUint32(body, uint32(member))
}
}
return s.sendGameUpperRawClassCodec(session, typ, body, dnfproto.DefaultChannelClassification, true)
}
// runtimeRaidMembersMissingEntryCost lists the frozen members whose inventory has
// no entry ticket left. The list feeds code 0x11 so the leader can see who the
// client's "攻坚队中存在未准备入场材料的队员。" is about in the logs.
func (s *Service) runtimeRaidMembersMissingEntryCost(state runtimeRaidState) []uint16 {
repositories, repositoriesOK := s.repositoryGroup()
itemID, count := runtimeRaidEntryCostForState(state)
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
missing := make([]uint16, 0, len(state.FrozenMembers))
for _, member := range state.FrozenMembers {
if runtimeRaidMemberHasEntryCost(ctx, repositories, repositoriesOK, member.CharID, itemID, count) {
continue
}
missing = append(missing, member.CharID)
}
return missing
}
// runtimeRaidChannelID is the channel a raid key belongs to: nextRuntimeRaidKeyLocked
// packs the channel into the high half and the creator's character id into the low
// half.
func runtimeRaidChannelID(raidKey uint32) int {
return int(uint16(raidKey >> 16))
}
// runtimeRaidClearedByPhase reports whether finishing this phase finished the raid
// itself: a team raid clears on phase two, the single mode on its only phase, and
// Fiend War on its only phase too ([PHASE MAX] 1 in its .etc — 打完罗什就是整场收尾).
func runtimeRaidClearedByPhase(state runtimeRaidState, phase byte) bool {
if state.RaidMode == runtimeRaidOwnerFiendWar {
return phase == runtimeRaidDungeonPhaseOne
}
if state.TailFlag == 1 {
return phase == runtimeRaidDungeonPhaseOne
}
return phase == runtimeRaidDungeonPhaseTwo
}
// broadcastRuntimeRaidClearAnnouncement tells the raid's channel that the raid is
// over, on the client's own 0x0272 announcement line.
//
// The audience is the channel the raid was created on, which is where every raid
// member sits, so the announcement reaches them whether or not they are still in
// the raid party screen.
func (s *Service) broadcastRuntimeRaidClearAnnouncement(state runtimeRaidState) error {
leaderName := []byte(nil)
if index := runtimeRaidMemberIndex(state, state.LeaderID); index >= 0 {
leaderName = rosterNameBytes(state.Members[index].Name)
}
kind := raid.RaidClearKindAnton
switch state.RaidMode {
case runtimeRaidOwnerLuke:
kind = raid.RaidClearKindLuke
case runtimeRaidOwnerFiendWar:
// kind 2 是客户端 switch 里那条超时空通报:
// 75517 强大的%s攻坚队队长%s和队员们破坏了量子时空传送站! 恭喜!
// 以前这里只有安东/卢克两个分支,超时空通关连通报都不会发(操作员
// 2026-10-01 报的"缺少系统提示"就是它)。
kind = raid.RaidClearKindSpiral
}
body, err := raid.BuildRaidClearAnnouncementBody(raid.RaidClearAnnouncement{
Kind: kind,
RaidName: state.NameBytes,
LeaderName: leaderName,
Solo: state.TailFlag == 1,
})
if err != nil {
return err
}
channelID := runtimeRaidChannelID(state.RaidKey)
recipients := currentChatSessionsOnChannel(s.currentOnlineChatSessions(), channelID)
delivered := 0
for _, recipient := range recipients {
if recipient == nil {
continue
}
if err := s.sendGameUpperRawClassCodec(recipient, raid.RaidClearAnnouncementMsgID, body, 0, true); err != nil {
continue
}
delivered++
}
s.logPacketEvent("game-raid-clear-announcement",
"raid_key", state.RaidKey,
"channel_id", channelID,
"kind", kind,
"solo", state.TailFlag == 1,
"raid_name_len", len(state.NameBytes),
"leader_name_len", len(leaderName),
"recipients", delivered)
return nil
}
// announceRuntimeRaidClearIfNeeded raises the clear announcement exactly once, on
// the transition that finishes the raid. The lifecycle status is the first guard:
// the phase is still PhaseActive when its objectives complete, and the settlement
// moves it to AwaitingMovie, so a later completion callback cannot announce again.
//
// The status alone is not enough, because the same phase can complete more than
// once while the settlement cannot start -- a gate still occupied by a member whose
// client froze keeps openRuntimeRaidPhaseMovie on errRuntimeRaidLifecycleState, and
// the next clear of the same phase re-enters this function with the status still
// PhaseActive. Live 2026-09-17 07:26:44Z: character 22 cleared the heart twice in
// 92ms and both members received msg 0x0272 twice. The raid state therefore carries
// its own one-shot claim per phase, which makes the banner independent of how many
// times the completion was observed.
func (s *Service) announceRuntimeRaidClearIfNeeded(state runtimeRaidState, phase byte) {
if state.Lifecycle.Status != runtimeRaidLifecyclePhaseActive || !runtimeRaidClearedByPhase(state, phase) {
return
}
if !s.claimRuntimeRaidClearAnnouncement(state.RaidKey, phase) {
s.logPacketEvent("game-raid-clear-announcement-duplicate-skipped",
"raid_key", state.RaidKey,
"raid_phase", phase,
"reason", "clear_banner_already_announced_for_this_phase")
return
}
s.recordRuntimeRaidClearForAdventureGroup(state)
if err := s.broadcastRuntimeRaidClearAnnouncement(state); err != nil {
s.logPacketEvent("game-raid-clear-announcement-failed",
"raid_key", state.RaidKey, "phase", phase, "error", fmt.Sprint(err))
}
}
// recordRuntimeRaidClearForAdventureGroup credits one Anton/Luke clear to every
// member account. Adventure-group content counters are account-wide, so each
// member's account receives the same +1. Fiend War has no counter in this UI.
func (s *Service) recordRuntimeRaidClearForAdventureGroup(state runtimeRaidState) {
var key string
switch state.RaidMode {
case runtimeRaidOwnerAnton:
key = "adventure_group_anton_clears"
case runtimeRaidOwnerLuke:
key = "adventure_group_luke_clears"
default:
return
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Character == nil || repositories.Account == nil {
return
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
seen := make(map[uint16]struct{}, len(state.Members)+len(state.FrozenMembers))
for _, members := range [][]runtimeRaidMemberState{state.Members, state.FrozenMembers} {
for _, member := range members {
if member.CharID == 0 {
continue
}
if _, duplicate := seen[member.CharID]; duplicate {
continue
}
seen[member.CharID] = struct{}{}
characterID := strconv.FormatUint(uint64(member.CharID), 10)
character, found, err := repositories.Character.Load(ctx, characterID)
if err != nil || !found || strings.TrimSpace(character.AccountID) == "" {
continue
}
account, found, err := repositories.Account.Load(ctx, character.AccountID)
if err != nil || !found {
continue
}
if account.Metadata == nil {
account.Metadata = make(map[string]string)
}
count := uint64(0)
if raw := strings.TrimSpace(account.Metadata[key]); raw != "" {
if parsed, parseErr := strconv.ParseUint(raw, 10, 32); parseErr == nil {
count = parsed
}
}
if count < uint64(^uint32(0)) {
count++
}
account.Metadata[key] = strconv.FormatUint(count, 10)
if saveErr := repositories.Account.Save(ctx, account); saveErr != nil {
s.logPacketEvent("game-raid-adventure-counter-save-failed",
"raid_key", state.RaidKey,
"character_id", member.CharID,
"account_id", character.AccountID,
"error", fmt.Sprint(saveErr))
continue
}
s.logPacketEvent("game-raid-adventure-counter",
"raid_key", state.RaidKey,
"character_id", member.CharID,
"account_id", character.AccountID,
"counter", key,
"value", count)
}
}
}
// formatRuntimeRaidMemberIDs renders a member list for one log field.
func formatRuntimeRaidMemberIDs(members []uint16) string {
if len(members) == 0 {
return ""
}
parts := make([]string, 0, len(members))
for _, member := range members {
parts = append(parts, strconv.Itoa(int(member)))
}
return strings.Join(parts, ",")
}