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

406 lines
14 KiB
Go

package dnfbridge
import (
"context"
"fmt"
"strconv"
"google.golang.org/protobuf/encoding/protowire"
dnfpvf "longheng.io/server/internal/modules/dnf/pvf"
dnfquest "longheng.io/server/internal/modules/dnf/quest"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const (
currentAcceptableQuestListMsgID = uint16(0x15)
currentAcceptableQuestListKind = "current_acceptable_quest_list"
currentAcceptableQuestListEnum = uint64(21)
)
func (s *Service) preloadQuestCatalog(ctx context.Context) error {
catalog, err := s.loadQuestCatalog(ctx)
if err != nil {
return fmt.Errorf("preload quest catalog: %w", err)
}
snapshot := catalog.Snapshot()
s.logPacketEvent("dnf-quest-catalog-loaded",
"definitions", snapshot.Definitions,
"scope_hints", snapshot.ScopeHints,
"epic", snapshot.Epic,
"normal", snapshot.Normal,
"list", dnfquest.DefaultList)
return nil
}
func (s *Service) loadQuestCatalog(ctx context.Context) (*dnfquest.Catalog, error) {
if ctx == nil {
ctx = context.Background()
}
if err := ctx.Err(); err != nil {
return nil, err
}
s.questCatalogMu.Lock()
defer s.questCatalogMu.Unlock()
if s.questCatalog != nil {
return s.questCatalog, nil
}
if s.questCatalogLoadErr != nil {
return nil, s.questCatalogLoadErr
}
s.initialEquipmentMu.Lock()
archive, err := s.initialEquipmentArchiveLocked()
s.initialEquipmentMu.Unlock()
if err != nil {
s.questCatalogLoadErr = err
return nil, err
}
index, err := dnfpvf.Build(ctx, archive, dnfpvf.BuildOptions{
Lists: []string{dnfquest.DefaultList},
Prefixes: []string{"n_quest/"},
})
if err == nil {
s.questCatalog, err = dnfquest.Load(ctx, index)
}
if err != nil {
s.questCatalogLoadErr = err
return nil, err
}
return s.questCatalog, nil
}
func buildCurrentAcceptableQuestListBody(level int, questIDs []int32) []byte {
protobuf := make([]byte, 0, 8+len(questIDs)*3)
protobuf = appendProtoVarint(protobuf, 1, currentAcceptableQuestListEnum)
protobuf = appendProtoVarint(protobuf, 2, uint64(uint32(level)))
if len(questIDs) > 0 {
packed := make([]byte, 0, len(questIDs)*3)
for _, questID := range questIDs {
if questID <= 0 {
continue
}
packed = protowire.AppendVarint(packed, uint64(uint32(questID)))
}
if len(packed) > 0 {
protobuf = appendProtoBytes(protobuf, 4, packed)
}
}
var writer packetWriter
writer.writeUint32(uint32(len(protobuf)))
writer.writeBytes(protobuf)
return writer.bytes()
}
func (s *Service) buildCurrentAcceptableQuestListBodyForSession(ctx context.Context, session *gameSession) ([]byte, bool) {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return nil, false
}
catalog, err := s.loadQuestCatalog(ctx)
if err != nil {
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
"char_id", session.selectedCharacterID,
"reason", "quest_catalog_unavailable",
"error", err)
return nil, false
}
repos, ok := s.repositoryGroup()
if !ok || repos.Character == nil || repos.Quest == nil {
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
"char_id", session.selectedCharacterID,
"reason", "character_or_quest_repository_unavailable")
return nil, false
}
_, _, character, found := s.selectedCharacterForEnter(ctx, session)
if !found {
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
"char_id", session.selectedCharacterID,
"reason", "selected_character_not_found")
return nil, false
}
job, validJob := characterJobByte(character)
if !validJob || character.Level <= 0 {
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
"char_id", session.selectedCharacterID,
"job", character.Job,
"level", character.Level,
"reason", "selected_character_job_or_level_invalid")
return nil, false
}
characterID := character.CharacterID
if characterID == "" {
characterID = strconv.Itoa(int(session.selectedCharacterID))
}
record, hasRecord, err := repos.Quest.Load(ctx, characterID)
if err != nil {
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
"char_id", session.selectedCharacterID,
"reason", "quest_record_load_failed",
"error", err)
return nil, false
}
if !hasRecord {
record = dnfrepo.QuestRecord{CharacterID: characterID}
}
// The all-task op21 is the first quest projection of every scene entry,
// including the Luke raid channel. Retire the legacy Anton team mission
// here so the Luke quest chain is acceptable in that same list.
record, antonMissionDefaultCompleted, antonMissionErr := s.reconcileAntonRaidMissionDefaultCompletion(
ctx,
session,
repos,
characterID,
record,
)
if antonMissionErr != nil {
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-skipped",
"char_id", session.selectedCharacterID,
"quest_id", dnfquest.AntonRaidMissionQuestID,
"reason", "anton_raid_mission_default_completion_failed",
"error", antonMissionErr)
return nil, false
}
if antonMissionDefaultCompleted {
hasRecord = true
}
result := catalog.QuestList(dnfquest.CharacterEligibility{
// 婚约任务只在订婚状态(wedding_state==1)下发,见 quest.WeddingEligible。
Wedding: dnfquest.WeddingEligible(character),
Level: character.Level,
Job: int(job),
GrowType: int(numericCharacterStatValue(character, "grow_type")),
}, record)
body := buildCurrentAcceptableQuestListBody(character.Level, result.IDs)
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-built",
"char_id", session.selectedCharacterID,
"character_id", characterID,
"job", job,
"level", character.Level,
"grow_type", numericCharacterStatValue(character, "grow_type"),
"quest_record_found", hasRecord,
"anton_raid_mission_default_completed", antonMissionDefaultCompleted,
"quest_list_count", len(result.IDs),
"acceptable_count", len(result.IDs)-result.ActiveCount,
"active_included_count", result.ActiveCount,
"epic_count", result.EpicCount,
"quest_ids", boundedQuestLogIDs(result.IDs, 32),
"msg_id", currentAcceptableQuestListMsgID,
"protobuf_enum", currentAcceptableQuestListEnum,
"body_len", len(body),
"body_source", "current_exe_sub_1D6FB50_pb_level_and_pvf_db_quest_ids_including_active_for_all_view")
return body, true
}
func (s *Service) sendCurrentAcceptableQuestListForSession(session *gameSession, source string) error {
_, err := s.sendCurrentAcceptableQuestListForSessionTracked(session, source)
return err
}
func (s *Service) sendCurrentAcceptableQuestListForSessionTracked(session *gameSession, source string) (bool, error) {
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
body, ok := s.buildCurrentAcceptableQuestListBodyForSession(ctx, session)
cancel()
if !ok {
return false, nil
}
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-send",
"char_id", session.selectedCharacterID,
"msg_id", currentAcceptableQuestListMsgID,
"classification", 0,
"body_len", len(body),
"source", source,
"body_source", "current_exe_sub_1D6FB50_pb_level_and_pvf_db_quest_ids_including_active_for_all_view")
if err := s.sendGameUpperRawClass(session, currentAcceptableQuestListMsgID, body, 0); err != nil {
return false, err
}
if err := s.sendCurrentActiveQuestSnapshotForSession(session, source+"_after_acceptable_op21"); err != nil {
return false, err
}
return true, nil
}
// sendCurrentQuestHUDReadyRefresh republishes the authoritative task pair
// after type1345 confirms that the selected actor and task HUD exist. Earlier
// pre-op24 snapshots correctly initialize native state but can be ignored by a
// widget created later in the loading route.
func (s *Service) sendCurrentQuestHUDReadyRefresh(session *gameSession, source string) error {
if s == nil || session == nil {
return nil
}
session.townMu.Lock()
characterID := session.selectedCharacterID
generation := session.characterGeneration
eligible := characterID != 0 &&
session.initialTownRouteCharacterID == characterID &&
session.initialTownRouteStage >= currentInitialTownRoutePlayerStateSent &&
!session.initialTownQuestHUDRefreshSent
session.townMu.Unlock()
if !eligible {
return nil
}
sent, err := s.sendCurrentAcceptableQuestListForSessionTracked(
session, source+"_authoritative_task_hud_ready",
)
if err != nil || !sent {
return err
}
session.townMu.Lock()
if session.selectedCharacterID == characterID &&
session.characterGeneration == generation &&
session.initialTownRouteCharacterID == characterID &&
session.initialTownRouteStage >= currentInitialTownRoutePlayerStateSent {
session.initialTownQuestHUDRefreshSent = true
}
session.townMu.Unlock()
s.logGameEvent(session, "game-current-quest-hud-ready-refresh-sent",
"char_id", characterID,
"character_generation", generation,
"source", source,
"sequence", "confirmed_hud_ready_then_op21_then_op574")
// The current client rebuilds its quest state once more after this refresh
// and that rebuild drops the completed-quest rows op356 wrote during the
// loading route, which leaves the team-mode channel row built from an empty
// table until the player changes town. The bitmap alone does not fix that -
// the row is only recomputed when the client re-requests the channel
// directory, which it does on a task-state change - so replay the same
// authoritative trio (op574 -> op356 -> op21) the accept path publishes.
s.scheduleCurrentClearQuestListReplayAfterHUDReady(session, characterID, generation, source)
return nil
}
// sendCurrentInitialTownQuestSnapshotsLocked publishes the task-manual
// definition list at the earliest selected-actor-safe login boundary. The
// caller holds session.townMu as part of the initial-town route; this helper
// marks only that route's one-shot snapshot so later quest accept/finish
// refreshes can still send op21/op574 normally.
func (s *Service) sendCurrentInitialTownQuestSnapshotsLocked(session *gameSession, source string) error {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return nil
}
if session.initialTownQuestSnapshotsSent {
s.logGameEvent(session, "game-initial-town-quest-snapshots-duplicate-skipped",
"char_id", session.selectedCharacterID,
"source", source,
"reason", "initial_town_op21_op574_already_sent_before_typed_op24")
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
if _, err := s.repairAutoCompletedQuestionQuests(
ctx,
session,
source+"_before_initial_town_quest_snapshots",
); err != nil {
return err
}
if _, err := s.reconcileAutoCompletedQuestClearLinkedSubQuests(
ctx,
session,
source+"_before_initial_town_quest_snapshots",
); err != nil {
return err
}
body, ok := s.buildCurrentAcceptableQuestListBodyForSession(ctx, session)
if !ok {
return nil
}
s.logGameEvent(session, "game-initial-town-current-acceptable-quest-list-send",
"char_id", session.selectedCharacterID,
"msg_id", currentAcceptableQuestListMsgID,
"classification", 0,
"body_len", len(body),
"source", source,
"body_source", "current_exe_sub_1D6FB50_pb_level_and_pvf_db_quest_ids_including_active_for_all_view",
"reason", "f1_all_task_manual_needs_definition_list_before_visible_scene_interaction")
if err := s.sendGameUpperRawClass(session, currentAcceptableQuestListMsgID, body, 0); err != nil {
return err
}
if err := s.sendCurrentActiveQuestSnapshotForSession(session, source+"_after_initial_town_acceptable_op21"); err != nil {
return err
}
session.initialTownQuestSnapshotsSent = true
return nil
}
// sendCurrentPostTownTransitionQuestSnapshotsLocked reapplies the complete
// task state after op24 has committed the destination map. The current EXE can
// only refresh quest-dependent doors and town objects that already belong to
// the active scene, and op574 must precede op356 because it rebuilds the role
// quest collection. This projection is read-only and never completes a PVF
// area requirement on the character's behalf.
func (s *Service) sendCurrentPostTownTransitionQuestSnapshotsLocked(session *gameSession, source string) error {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Character == nil || repositories.Quest == nil {
s.logGameEvent(session, "game-post-town-transition-quest-snapshots-skipped",
"char_id", session.selectedCharacterID,
"source", source,
"reason", "character_or_quest_repository_unavailable")
return nil
}
if err := s.sendCurrentAcceptableQuestListOnlyForSession(session, source+"_acceptable_op21"); err != nil {
return err
}
if err := s.sendCurrentActiveQuestSnapshotForSession(session, source+"_active_op574"); err != nil {
return err
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
clearQuestListBody, err := s.buildCurrentClearQuestListTransportBodyForSession(
ctx,
session,
source+"_completed_op356",
)
cancel()
if err != nil {
return err
}
if err := s.sendGameUpperFixed16Transport(
session,
currentClearQuestListMsgID,
clearQuestListBody,
0,
1,
true,
currentClearQuestListTransportCodec,
); err != nil {
return err
}
s.logGameEvent(session, "game-post-town-transition-quest-snapshots-sent",
"char_id", session.selectedCharacterID,
"source", source,
"sequence", "op21_acceptable_then_op574_active_then_op356_completed",
"projection_only", true)
return nil
}
func (s *Service) sendCurrentAcceptableQuestListOnlyForSession(session *gameSession, source string) error {
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
body, ok := s.buildCurrentAcceptableQuestListBodyForSession(ctx, session)
cancel()
if !ok {
return nil
}
s.logGameEvent(session, "game-upper-current-acceptable-quest-list-send",
"char_id", session.selectedCharacterID,
"msg_id", currentAcceptableQuestListMsgID,
"classification", 0,
"body_len", len(body),
"source", source,
"body_source", "current_exe_sub_1D6FB50_pb_level_and_pvf_db_quest_ids_including_active_for_all_view")
if err := s.sendGameUpperRawClass(session, currentAcceptableQuestListMsgID, body, 0); err != nil {
return err
}
return nil
}
func boundedQuestLogIDs(ids []int32, limit int) []int32 {
if limit <= 0 || len(ids) == 0 {
return nil
}
if len(ids) < limit {
limit = len(ids)
}
return append([]int32(nil), ids[:limit]...)
}