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

284 lines
11 KiB
Go

package dnfbridge
import (
"context"
"fmt"
"math"
"sort"
"strconv"
"strings"
"time"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
func currentRentalEffectiveLevel(
ctx context.Context,
accounts dnfrepo.AccountRepository,
accountID string,
level int,
now time.Time,
) (int, bool) {
if accounts == nil || strings.TrimSpace(accountID) == "" {
return level, false
}
account, found, err := accounts.Load(ctx, accountID)
if err != nil || !found || !currentPremiumActive(account, currentPremiumTypeOverEquip, now) {
return level, false
}
return level + 10, true
}
func (s *Service) sendSelectedCurrentRentalInventoryItemUpdate(
session *gameSession,
repository dnfrepo.InventoryRepository,
characterID string,
itemID uint32,
result currentRentalAssetResult,
) error {
if result.Equipped {
s.logGameEvent(session, "game-upper-rental-inventory-item-update-skipped",
"character_id", characterID,
"item_id", itemID,
"slot", result.Slot,
"reason", "existing_rental_is_equipped")
return nil
}
if repository == nil || characterID == "" || itemID == 0 || result.Slot < 0 {
return fmt.Errorf("invalid rental inventory update character=%q item=%d slot=%d", characterID, itemID, result.Slot)
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
inventory, found, err := repository.Load(ctx, characterID)
if err != nil {
return fmt.Errorf("load committed rental inventory character=%s: %w", characterID, err)
}
if !found {
return fmt.Errorf("load committed rental inventory character=%s: %w", characterID, errCurrentRentalStateMissing)
}
key := fmt.Sprintf("0:%d", result.Slot)
stack, found := inventory.Slots[key]
if !found || stack.ItemID != int64(itemID) || !strings.EqualFold(strings.TrimSpace(stack.Extra["source"]), currentRentalItemSource) {
return fmt.Errorf("committed rental inventory row missing character=%s key=%s item=%d", characterID, key, itemID)
}
entry := currentItemListEntryFromStack(0, result.Slot, stack)
body := buildCurrentItemUpdateBody(0, []currentItemListEntry{entry})
s.logGameEvent(session, "game-upper-rental-inventory-item-update-send",
"character_id", characterID,
"item_id", itemID,
"slot", result.Slot,
"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
"classification", 0,
"list_type", 0,
"entry_count", 1,
"entry_size", currentItemListEntryWireSize,
"body_len", len(body),
"body_source", "committed_pvf_rental_inventory_op14_single_raw77")
return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
}
func (s *Service) currentRentalSelectedCharacter(ctx context.Context, session *gameSession) (dnfrepo.Group, string, dnfrepo.CharacterRecord, error) {
repositories, ok := s.repositoryGroup()
if !ok || repositories.RentalAssets == nil || repositories.Character == nil {
return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, dnfrepo.ErrRentalAssetTransactionUnavailable
}
if session == nil || session.selectedCharacterID == 0 {
return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, errCurrentRentalStateMissing
}
characterID := strconv.Itoa(int(session.selectedCharacterID))
character, found, err := repositories.Character.Load(ctx, characterID)
if err != nil {
return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, err
}
if !found {
return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, errCurrentRentalStateMissing
}
if strings.TrimSpace(character.CharacterID) != characterID || strings.TrimSpace(character.AccountID) != strings.TrimSpace(s.accountIDForSession(session)) {
return dnfrepo.Group{}, "", dnfrepo.CharacterRecord{}, errCurrentRentalOwnerMismatch
}
return repositories, characterID, character, nil
}
// sendSelectedCurrentRentalGoldRefresh republishes the list-0 gold wallet row.
//
// Buying lucky stars (op1000) charges gold per point, and that row is the
// client's only gold display, so without it the balance on screen stays at the
// pre-purchase value until the next full list load (which is why relogging
// "fixed" it). This is the same narrow class-0 op14 the NPC shop, carry-gold and
// expert-job store already send after spending gold.
//
// It is deliberately NOT the rejected login-time synthetic row documented on
// sendSelectedRentalWalletStateWithRefresh below: that one ran on every scene
// ready and wrote item_id 0 into list0 slot0 unconditionally, polluting the
// client's shared item-object state. This one only runs after a committed
// purchase, carrying the authoritative post-charge balance.
func (s *Service) sendSelectedCurrentRentalGoldRefresh(session *gameSession, source string, gold int64) error {
if session == nil || session.selectedCharacterID == 0 || gold < 0 {
return nil
}
body := buildCurrentItemUpdateBody(
dnfrepo.MainInventoryListType,
[]currentItemListEntry{currentGoldWalletItemListEntry(gold)},
)
s.logGameEvent(session, "game-upper-current-rental-gold-refresh-send",
"source", source,
"character_id", session.selectedCharacterID,
"gold_after", gold,
"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
"classification", 0,
"list_type", dnfrepo.MainInventoryListType,
"body_len", len(body),
"body_source", "class0_op14_list0_reserved_gold_wallet_row")
return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
}
func (s *Service) sendSelectedRentalWalletStateWithRefresh(session *gameSession, source string, refresh bool) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
if session.selectedRentalWalletStateSent && !refresh {
return nil
}
// Current class0/op14 is a real item-container update reader
// (sub_1D73120), not a gold-wallet packet. The old login refresh wrote a
// synthetic item_id=0 row into list0 slot0 and polluted the shared client
// item-object state. Gold remains committed in the character repository;
// only the proven rental-point state is sent here.
_, err := s.sendSelectedCurrentRentalPointState(session, source, refresh)
return err
}
func (s *Service) cleanupSelectedExpiredRentalEquipment(session *gameSession, source string) {
if session == nil || session.selectedCharacterID == 0 {
return
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
repositories, characterID, _, err := s.currentRentalSelectedCharacter(ctx, session)
if err != nil {
return
}
owner, err := currentRentalAssetOwner(repositories)
if err != nil {
return
}
removed, err := cleanupExpiredCurrentRentalEquipment(ctx, owner, s.accountIDForSession(session), characterID, time.Now().UTC())
if err != nil {
s.logGameEvent(session, "game-upper-expired-rental-cleanup-failed", "source", source, "character_id", characterID, "reason", err)
return
}
if removed > 0 {
s.logGameEvent(session, "game-upper-expired-rental-cleanup-applied", "source", source, "character_id", characterID, "removed_count", removed)
}
}
func (s *Service) sendSelectedCurrentRentalPointState(session *gameSession, source string, refresh bool) (bool, error) {
if session == nil || session.selectedCharacterID == 0 {
return false, nil
}
if session.selectedRentalWalletStateSent && !refresh {
return true, nil
}
if refresh {
// A refresh represents a newer committed wallet/asset generation. Keep
// the gate open until that exact absolute state reaches the client.
session.selectedRentalWalletStateSent = false
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
repositories, characterID, _, err := s.currentRentalSelectedCharacter(ctx, session)
if err != nil {
s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "reason", err)
return false, nil
}
if repositories.Account == nil {
s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "character_id", characterID, "reason", dnfrepo.ErrRepoMissing)
return false, nil
}
account, found, err := repositories.Account.Load(ctx, s.accountIDForSession(session))
if err != nil || !found {
s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "character_id", characterID, "reason", errCurrentRentalStateMissing)
return false, nil
}
points, err := currentRentalPoints(account)
if err != nil {
s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "character_id", characterID, "reason", err)
return false, nil
}
active, err := currentRentalActiveEntries(ctx, repositories, characterID, time.Now().UTC())
if err != nil {
s.logGameEvent(session, "game-upper-current-rental-state-deferred", "source", source, "character_id", characterID, "reason", err)
return false, nil
}
body := buildCurrentRentalPointStateBody(points, active)
s.logGameEvent(session, "game-upper-current-rental-state-send",
"source", source,
"character_id", characterID,
"msg_id", currentRentalStateMsgID,
"classification", 0,
"points", points,
"active_count", len(active),
"body_len", len(body),
"refresh", refresh,
"body_source", "current_exe_sub_1AE2990_u32_points_u32_count_rows_item_expire")
if err := s.sendGameUpperRawClass(session, currentRentalStateMsgID, body, 0); err != nil {
return false, err
}
session.selectedRentalWalletStateSent = true
return true, nil
}
func currentRentalActiveEntries(ctx context.Context, repositories dnfrepo.Group, characterID string, now time.Time) ([]currentRentalActiveEntry, error) {
if repositories.Inventory == nil || repositories.Equipment == nil {
return nil, fmt.Errorf("load active rental assets character=%s: %w", characterID, dnfrepo.ErrRepoMissing)
}
active := make(map[uint32]uint32)
inventory, found, err := repositories.Inventory.Load(ctx, characterID)
if err != nil {
return nil, fmt.Errorf("load rental inventory character=%s: %w", characterID, err)
}
if found {
for _, stack := range inventory.Slots {
if !strings.EqualFold(strings.TrimSpace(stack.Extra["source"]), currentRentalItemSource) || stack.ItemID <= 0 || stack.ItemID > math.MaxUint32 {
continue
}
expire := currentItemListStackExpire(stack)
if expire <= uint32(now.Unix()) {
continue
}
id := uint32(stack.ItemID)
if expire > active[id] {
active[id] = expire
}
}
}
equipment, found, err := repositories.Equipment.Load(ctx, characterID)
if err != nil {
return nil, fmt.Errorf("load rental equipment character=%s: %w", characterID, err)
}
if found {
for _, entry := range equipment.Entries {
if !strings.EqualFold(strings.TrimSpace(entry.Extra["source"]), currentRentalItemSource) || entry.ItemID <= 0 || entry.ItemID > math.MaxUint32 {
continue
}
expire := currentItemListEquipmentExpire(entry)
if expire <= uint32(now.Unix()) {
continue
}
id := uint32(entry.ItemID)
if expire > active[id] {
active[id] = expire
}
}
}
entries := make([]currentRentalActiveEntry, 0, len(active))
for itemID, expire := range active {
entries = append(entries, currentRentalActiveEntry{ItemID: itemID, ExpireUnix: expire})
}
sort.Slice(entries, func(left, right int) bool { return entries[left].ItemID < entries[right].ItemID })
return entries, nil
}