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

83 lines
3.2 KiB
Go

package dnfbridge
import (
"path/filepath"
"strings"
"testing"
"time"
)
// Leaving the ordinary party has to clear that member's attack-squad label too.
// The client draws the roster row from the last push it received, so a label left
// behind keeps claiming a squad the player is no longer in. 86JP says the same:
// RaidHandler.HandleNormalPartyLeftAsync assigns the leaver to party index 0 and
// rebroadcasts the raid object and the member list (RaidHandler.cs:251-266).
func TestRuntimeRaidPartyLeaveClearsTheSquadLabel(t *testing.T) {
fixture := newRuntimeRaidDisconnectFixture(t, 1001, 1002)
service := fixture.service
logPath := filepath.Join(t.TempDir(), "packet.log")
logger, err := openPacketLogger(logPath)
if err != nil {
t.Fatal(err)
}
service.packetLog.Store(logger)
service.raidMu.Lock()
state := service.raids[fixture.raidKey]
state.Started = true
state.EntryCostPaid = true
state.Lifecycle = newRuntimeRaidLifecycleState(time.Now().UTC())
state.Lifecycle.Status = runtimeRaidLifecyclePhaseActive
state.Lifecycle.Phase = runtimeRaidDungeonPhaseOne
// Both members share one squad, so the leaver really owns a label.
for i := range state.Members {
state.Members[i].GroupIndex = 2
state.Members[i].SlotOrder = byte(i)
}
state.FrozenMembers = append([]runtimeRaidMemberState(nil), state.Members...)
service.raidMu.Unlock()
if !service.unassignRuntimeRaidSquadOnPartyLeave(1002) {
t.Fatal("the leaver kept its squad label")
}
after := fixture.state(t)
member := after.Members[runtimeRaidMemberIndex(after, 1002)]
if member.GroupIndex != 0 || member.SlotOrder != 0 {
t.Fatalf("leaver group=%d slot=%d want standby 0/0", member.GroupIndex, member.SlotOrder)
}
frozen, found := runtimeRaidFrozenMember(after, 1002)
if !found || frozen.GroupIndex != 0 || frozen.SlotOrder != 0 {
t.Fatalf("frozen roster kept the label: %+v found=%t", frozen, found)
}
if other := after.Members[runtimeRaidMemberIndex(after, 1001)]; other.GroupIndex != 2 {
t.Fatalf("the member that stayed lost its squad: %+v", other)
}
assertRuntimeRaidGridUnique(t, after)
// A second gesture is a no-op: the label is already standby.
if service.unassignRuntimeRaidSquadOnPartyLeave(1002) {
t.Fatal("an already standby member was unassigned twice")
}
if err := logger.Close(); err != nil {
t.Fatal(err)
}
// 包日志自 2026-09-30 起落盘即密文;断言前先解密。
text := packetLogPlaintext(t, logPath)
if !strings.Contains(text, "game-raid-squad-unassigned-on-party-leave") ||
!strings.Contains(text, "char_id=1002") {
t.Fatalf("the unassign was not logged:\n%s", text)
}
// The panel (mode0) and the roster (mode3) both travel as 0x024F.
if strings.Count(text, "msg_id=591") < 2 {
t.Fatalf("the raid object and the roster were not both republished:\n%s", text)
}
}
// The 218 -> hatchery warp keeps the energy-interception attempt valid on purpose
// and emits no lifecycle event for 218, so the 战况表 keeps drawing the squad inside
// 能量阻截战. That was reported on 2026-09-17 and deliberately left alone after the
// user rolled the fix back ("不用修这玩意"): the row is cosmetic, the attempt really
// is still open, and re-entering 218 republishes op=0 + op=1 anyway.