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

300 lines
11 KiB
Go

package dnfbridge
import (
"testing"
"longheng.io/server/internal/modules/dnf/channelcatalog"
dnfproto "longheng.io/server/internal/modules/dnf/protocol"
"longheng.io/server/internal/modules/dnf/raid"
)
type runtimeRaidDisconnectFixture struct {
service *Service
queue *fakeCurrentDungeonDeathTimerQueue
raidKey uint32
sessions map[uint16]*gameSession
}
func newRuntimeRaidDisconnectFixture(t *testing.T, memberIDs ...uint16) runtimeRaidDisconnectFixture {
t.Helper()
queue := newFakeCurrentDungeonDeathTimerQueue()
service := &Service{
options: options{gameUpperBodyCodec: gameUpperBodyCodecPlain},
raids: make(map[uint32]*runtimeRaidState),
onlinePlayers: newOnlinePlayerManager(),
gameplayTimers: queue,
}
channel := channelcatalog.Channel{ID: 200, Type: 23, Name: "anton", Port: 10200}
fixture := runtimeRaidDisconnectFixture{
service: service,
queue: queue,
raidKey: 0x00c80600,
sessions: make(map[uint16]*gameSession, len(memberIDs)),
}
members := make([]runtimeRaidMemberState, 0, len(memberIDs))
for i, id := range memberIDs {
session := &gameSession{conn: &bufferConn{}, channel: channel}
service.bindGameSessionCharacter(session, id)
fixture.sessions[id] = session
members = append(members, runtimeRaidMemberState{
CharID: id,
GroupIndex: byte(i/runtimeRaidGroupSize) + 1,
SlotOrder: byte(i % runtimeRaidGroupSize),
UserState: runtimeRaidMemberUserStateOnline,
HPPercent: 100,
MPPercent: 100,
})
}
service.raids[fixture.raidKey] = &runtimeRaidState{
RaidKey: fixture.raidKey,
LeaderID: memberIDs[0],
TailFlag: 5,
NameBytes: []byte("anton"),
Members: members,
}
return fixture
}
func (f runtimeRaidDisconnectFixture) state(t *testing.T) runtimeRaidState {
t.Helper()
f.service.raidMu.Lock()
defer f.service.raidMu.Unlock()
state := f.service.raids[f.raidKey]
if state == nil {
return runtimeRaidState{}
}
return cloneRuntimeRaidState(*state)
}
func (f runtimeRaidDisconnectFixture) userState(t *testing.T, id uint16) byte {
t.Helper()
state := f.state(t)
index := runtimeRaidMemberIndex(state, id)
if index < 0 {
t.Fatalf("member %d is not in the roster: %+v", id, state.Members)
}
return state.Members[index].UserState
}
func (f runtimeRaidDisconnectFixture) disconnect(t *testing.T, id uint16) *fakeCurrentDungeonDeathTimerTask {
t.Helper()
before, _, _ := f.queue.counts()
f.service.unbindGameSession(f.sessions[id])
after, _, _ := f.queue.counts()
if after != before+1 {
t.Fatalf("disconnect of %d scheduled %d timers, want 1", id, after-before)
}
task := f.queue.task(t, after-1)
if task.name != runtimeRaidDisconnectTimerName(f.raidKey, id) || task.delay != runtimeRaidDisconnectGrace {
t.Fatalf("disconnect timer=%s delay=%s want=%s/%s", task.name, task.delay, runtimeRaidDisconnectTimerName(f.raidKey, id), runtimeRaidDisconnectGrace)
}
return task
}
func TestRuntimeRaidDisconnectReservesSeatAndMarksRowOffline(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
leaderConn := fixture.sessions[1001].conn.(*bufferConn)
leaderConn.write.Reset()
fixture.disconnect(t, 1002)
state := fixture.state(t)
if runtimeRaidMemberIndex(state, 1002) < 0 {
t.Fatal("disconnect removed the member immediately")
}
if fixture.userState(t, 1002) != runtimeRaidMemberUserStateOffline {
t.Fatal("disconnected member row was not marked offline")
}
if reservation, ok := fixture.service.raidDisconnects[1002]; !ok || reservation.RaidKey != fixture.raidKey {
t.Fatalf("no disconnect reservation recorded: %+v", fixture.service.raidDisconnects)
}
// A dropped connection leaves the ordinary party, and the squad label is
// derived from that party: the row goes back to standby. Operator rule
// 2026-09-27: 「攻坚队被顶号 掉线 本来就要掉编制」. The member keeps his seat (and
// his frozen phase row) inside the grace window -- only the live roster the
// 攻击队 window draws is rewritten.
if index := runtimeRaidMemberIndex(state, 1002); state.Members[index].GroupIndex != 0 {
t.Fatalf("disconnected member kept squad %d, want standby 0", state.Members[index].GroupIndex)
}
packets := runtimeRaidPeerTake(t, fixture.sessions[1001])
// The teardown publishes two refreshes: the squad clear, then the offline
// row. The roster the survivors are left looking at is the last one.
var refresh dnfproto.ChannelPacket
found := false
for _, packet := range packets {
if packet.Header.MsgID == raid.RaidMemberRefreshMsgID {
refresh, found = packet, true
}
}
if !found {
t.Fatal("remaining members received no roster refresh after the disconnect")
}
want, err := raid.BuildMemberRefreshMode3Body(runtimeRaidMemberRefresh(state))
if err != nil {
t.Fatal(err)
}
if string(refresh.Body) != string(want) {
t.Fatalf("refresh body=%x want=%x", refresh.Body, want)
}
}
func TestRuntimeRaidReconnectRestoresSeatAndCancelsGrace(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002)
task := fixture.disconnect(t, 1002)
replacement := &gameSession{conn: &bufferConn{}, channel: fixture.sessions[1001].channel}
fixture.service.bindGameSessionCharacter(replacement, 1002)
fixture.service.restoreRuntimeRaidPresence(replacement, "test_reconnect")
if fixture.userState(t, 1002) != runtimeRaidMemberUserStateOnline {
t.Fatal("reconnected member row stayed offline")
}
if _, reserved := fixture.service.raidDisconnects[1002]; reserved {
t.Fatal("reconnect left the disconnect reservation in place")
}
if _, cancelled, _ := fixture.queue.counts(); cancelled != 1 {
t.Fatalf("reconnect cancelled %d timers, want 1", cancelled)
}
// A stale callback from the retired reservation must not remove anyone.
fixture.queue.fire(task, true)
if runtimeRaidMemberIndex(fixture.state(t), 1002) < 0 {
t.Fatal("stale grace callback removed the reconnected member")
}
}
func TestRuntimeRaidGraceExpiryRemovesUnstartedMemberAndPrefersConnectedLeader(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
// The leader and the next roster member both drop; only 1003 stays live.
leaderTask := fixture.disconnect(t, 1001)
fixture.disconnect(t, 1002)
fixture.sessions[1003].conn.(*bufferConn).write.Reset()
// The fake queue fires with due = now + delay, i.e. exactly at ExpiresAt.
fixture.queue.fire(leaderTask, false)
state := fixture.state(t)
if runtimeRaidMemberIndex(state, 1001) >= 0 {
t.Fatal("expired leader was not removed")
}
if state.LeaderID != 1003 {
t.Fatalf("leader=%d want the connected survivor 1003 (1002 is still in its grace window)", state.LeaderID)
}
if _, reserved := fixture.service.raidDisconnects[1001]; reserved {
t.Fatal("expired reservation was not cleared")
}
if _, ok := runtimeRaidPeerFind(runtimeRaidPeerTake(t, fixture.sessions[1003]), raid.RaidMemberRefreshMsgID); !ok {
t.Fatal("survivor received no roster refresh after the expiry")
}
}
// The grace window is the whole of the drop rule: it runs out the same way for a
// started raid as for a recruiting one.
//
// This used to defer forever once StartPending/Started was set, because removal
// itself was refused for a started raid at the time. Now that a leave always goes
// through, the deferral would keep a seat nobody can use and leave the survivors
// looking at a member who is not coming back.
func TestRuntimeRaidGraceExpiryRemovesAStartedRaidMember(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002)
task := fixture.disconnect(t, 1002)
fixture.service.raidMu.Lock()
fixture.service.raids[fixture.raidKey].Started = true
fixture.service.raidMu.Unlock()
fixture.queue.fire(task, false)
if runtimeRaidMemberIndex(fixture.state(t), 1002) >= 0 {
t.Fatal("the grace expiry left a started raid's dropped member in the roster")
}
if _, reserved := fixture.service.raidDisconnects[1002]; reserved {
t.Fatal("the grace expiry left its reservation behind")
}
if fixture.state(t).LeaderID != 1001 {
t.Fatalf("leader=%d want the surviving 1001", fixture.state(t).LeaderID)
}
}
// A leader who never comes back hands the raid to the next member in roster order.
func TestRuntimeRaidGraceExpiryHandsTheRaidToTheNextMember(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
task := fixture.disconnect(t, 1001)
fixture.queue.fire(task, false)
state := fixture.state(t)
if runtimeRaidMemberIndex(state, 1001) >= 0 {
t.Fatal("the dropped leader stayed on the roster")
}
if state.LeaderID != 1002 {
t.Fatalf("leader=%d want the next member in roster order 1002", state.LeaderID)
}
}
func TestRuntimeRaidGraceExpiryDisbandsLastMember(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001)
task := fixture.disconnect(t, 1001)
fixture.queue.fire(task, false)
fixture.service.raidMu.Lock()
_, alive := fixture.service.raids[fixture.raidKey]
fixture.service.raidMu.Unlock()
if alive {
t.Fatal("last member's grace expiry left an empty raid behind")
}
if len(fixture.service.raidDisconnects) != 0 {
t.Fatalf("reservations survived the disband: %+v", fixture.service.raidDisconnects)
}
}
// An explicit leave by the raid leader hands the raid to the next member in
// roster order; only a leave that empties the roster disbands it.
//
// Refusing the leave once the raid had started (the old StartPending/Started
// guard) left the leader inside a raid they could not leave and unable to create
// another one, while the old object stayed on screen listing them as its leader.
func TestRuntimeRaidExplicitLeaderLeaveHandsTheRaidToTheNextMember(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
fixture.disconnect(t, 1002)
state, removed, disbanded := fixture.service.removeRuntimeRaidMember(1001)
if !removed || disbanded {
t.Fatalf("leader leave removed=%t disbanded=%t", removed, disbanded)
}
if state.LeaderID != 1003 {
t.Fatalf("leader=%d want connected 1003 over disconnected 1002", state.LeaderID)
}
if len(state.Members) != 2 {
t.Fatalf("leader leave left %d members: %+v", len(state.Members), state.Members)
}
}
// The last member leaving still disbands.
func TestRuntimeRaidExplicitLastMemberLeaveDisbands(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001)
state, removed, disbanded := fixture.service.removeRuntimeRaidMember(1001)
if !removed || !disbanded {
t.Fatalf("last member leave removed=%t disbanded=%t", removed, disbanded)
}
if state.RaidKey != 0 || len(fixture.service.raids) != 0 {
t.Fatalf("an empty roster survived: %+v", fixture.service.raids)
}
}
// A member who is not the leader leaves without touching the raid.
func TestRuntimeRaidExplicitMemberLeaveKeepsTheRaid(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002, 1003)
state, removed, disbanded := fixture.service.removeRuntimeRaidMember(1002)
if !removed || disbanded {
t.Fatalf("member leave removed=%t disbanded=%t", removed, disbanded)
}
if state.LeaderID != 1001 {
t.Fatalf("member leave changed the leader to %d", state.LeaderID)
}
if len(state.Members) != 2 {
t.Fatalf("member leave left %d members: %+v", len(state.Members), state.Members)
}
}