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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

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package dnfbridge
// The magic-seal panel renders an op401/op437 failure ACK as a silent no-op, so
// the explanation goes through the shared notice router in notice.go. The
// surface is the client's own NOTI 12 on the 系统 tab in magenta: a per-player
// hint, easy to spot, and readable while the panel still has focus. The owned
// op413 overlay would cover the panel the player is looking at, which is why
// this caller stays on a chat surface even though the overlay is now available.
var currentRandomOptionGoldInsufficientNoticeSurface = noticeSurfaceSystemMagenta
func currentRandomOptionGoldInsufficientNoticeText(operation string) string {
if operation == "change_random_option" {
return "金币不足,无法变更魔法封印属性。"
}
return "金币不足,无法解除魔法封印。"
}
func (s *Service) sendCurrentRandomOptionGoldInsufficientNotice(session *gameSession, operation string) error {
return s.sendNotice(session, noticeRequest{
Surface: currentRandomOptionGoldInsufficientNoticeSurface,
Text: currentRandomOptionGoldInsufficientNoticeText(operation),
Source: "random_option_gold_insufficient",
})
}
// 【op455 成功提示】
//
// 品级调整(op81)的"已成功重调该物品的品级"是客户端本地弹的:服务端只回一个
// class-1/op81 成功帧,日志里没有任何提示包。封印属性品级调整(op455)没有这个
// 待遇 —— 当前客户端给 op455 注册的处理器 0x2137820 只在失败时按错误码弹提示
// (cmp byte [ebp+0xc],0 / jne 直接 ret),成功分支是空的。所以这里由服务端补一条
// 与 op81 措辞对齐的系统提示。
//
// 落点用 系统 页(浅蓝)而不是金币不足提示用的洋红:这是"操作成功"的常规反馈,
// 要和品级调整那条一模一样地出现在同一个位置,洋红留给需要玩家注意的失败提示。
var currentRandomOptionResetSuccessNoticeSurface = noticeSurfaceSystemTab
func currentRandomOptionResetSuccessNoticeText() string {
return "已成功重调该物品的封印属性品级。"
}
func (s *Service) sendCurrentRandomOptionResetSuccessNotice(session *gameSession) error {
return s.sendNotice(session, noticeRequest{
Surface: currentRandomOptionResetSuccessNoticeSurface,
Text: currentRandomOptionResetSuccessNoticeText(),
Source: "random_option_reset_success",
})
}