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

297 lines
10 KiB
Go

package dnfbridge
import (
"context"
"fmt"
"strings"
"time"
dnfprofession "longheng.io/server/internal/modules/dnf/profession"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
dnfskill "longheng.io/server/internal/modules/dnf/skill"
"longheng.io/server/internal/modules/dnf/skillcmd"
)
func currentSceneSkillOwner(repositories dnfrepo.Group) (*dnfskill.SceneOwner, error) {
return dnfskill.NewSceneOwner(repositories)
}
func syncCurrentSkillPointState(
current dnfrepo.SkillPointState,
target dnfrepo.SkillPointState,
) (dnfrepo.SkillPointState, bool, error) {
return dnfskill.SyncPointState(current, target)
}
func (s *Service) loadOrBackfillCurrentSceneSkillRecord(ctx context.Context, repos dnfrepo.Group, character dnfrepo.CharacterRecord, job byte) (dnfrepo.SkillRecord, bool, error) {
record, found, err := repos.Skill.Load(ctx, character.CharacterID)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
if found && len(record.Skills) > 0 {
record, _, err = s.ensureCurrentSceneAlternateSkillTree(ctx, repos, character, job, record)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
record, _, err = s.ensureCurrentSceneProfessionBaseline(ctx, repos, character, job, record)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
record, _, err = s.syncCurrentSceneSkillPointLedgers(ctx, repos, character, record)
return record, false, err
}
initial, err := s.initialCharacterSkills(ctx, job)
if err != nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("load job %d initial skills from PVF: %w", job, err)
}
if len(initial) == 0 {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("job %d has no PVF initial skills", job)
}
points, err := s.initialSkillPoints(ctx, character.Level)
if err != nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("load level %d initial skill points from PVF: %w", character.Level, err)
}
s.initialSkillsMu.Lock()
catalog := s.skillCatalog
s.initialSkillsMu.Unlock()
if catalog == nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("job %d initial skill catalog is unavailable", job)
}
seed := initialSkillRecord(character, characterPVFInitialization{
Job: job,
Level: character.Level,
Skills: initial,
SkillPoints: points,
}, time.Now().UTC())
layout, err := skillcmd.BuildInitialSkillLayout(catalog, job, currentSkillInfoTreeIndex, seed.Skills)
if err != nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("build job %d initial skill layout: %w", job, err)
}
alternateLayout, err := skillcmd.BuildInitialSkillLayout(catalog, job, 1, seed.Skills)
if err != nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("build job %d alternate initial skill layout: %w", job, err)
}
seed.Layouts = map[int]dnfrepo.SkillLayout{currentSkillInfoTreeIndex: layout, 1: alternateLayout}
dnfrepo.SetSkillTree(&seed, 1, dnfrepo.SkillTreeState{Skills: seed.Skills, Points: seed.Points})
owner, err := currentSceneSkillOwner(repos)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
return owner.Backfill(ctx, dnfskill.BackfillCommand{
CharacterID: character.CharacterID,
Seed: seed,
UpdatedAt: time.Now().UTC(),
})
}
func (s *Service) ensureCurrentSceneProfessionBaseline(
ctx context.Context,
repos dnfrepo.Group,
character dnfrepo.CharacterRecord,
job byte,
record dnfrepo.SkillRecord,
) (dnfrepo.SkillRecord, bool, error) {
// Focused bridge fixtures do not own a runtime PVF. Production services
// always have a configured PVF path and preload these resources at startup.
s.professionMu.Lock()
hasInjectedProfiles := s.professionProfiles != nil || s.professionProfilesErr != nil
s.professionMu.Unlock()
if !hasInjectedProfiles && strings.TrimSpace(s.options.pvfPath) == "" {
return record, false, nil
}
profiles, catalog, err := s.currentProfessionResources(ctx)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
growTypeValue := numericCharacterStatValue(character, "grow_type")
if growTypeValue < 0 || growTypeValue > 0xff {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("invalid profession grow_type=%d", growTypeValue)
}
levels, ok := protectedProfessionSkillLevels(profiles, catalog, job, byte(growTypeValue), character.Level)
if !ok {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("%w: job=%d grow_type=%d", dnfprofession.ErrProfileMissing, job, growTypeValue)
}
owner, err := currentSceneSkillOwner(repos)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
selected, changed, err := owner.EnsureBaseline(ctx, dnfskill.EnsureBaselineCommand{
CharacterID: character.CharacterID,
TreeCount: currentSkillInfoTreeCount,
Levels: levels,
UpdatedAt: time.Now().UTC(),
})
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
if changed {
s.logInfo(
"dnfbridge profession free skill baseline restored",
"character_id", character.CharacterID,
"job", job,
"grow_type", growTypeValue,
"grant_count", len(levels),
)
}
return selected, changed, nil
}
func (s *Service) ensureCurrentSceneAlternateSkillTree(
ctx context.Context,
repos dnfrepo.Group,
character dnfrepo.CharacterRecord,
job byte,
record dnfrepo.SkillRecord,
) (dnfrepo.SkillRecord, bool, error) {
if _, found := dnfrepo.SkillTree(record, 1); found {
return record, false, nil
}
initial, err := s.initialCharacterSkills(ctx, job)
if err != nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("load job %d alternate initial skills from PVF: %w", job, err)
}
points, err := s.currentPVFSkillPointTarget(ctx, character)
if err != nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("load level %d alternate initial skill points from PVF: %w", character.Level, err)
}
seed := initialSkillRecord(character, characterPVFInitialization{
Job: job,
Level: character.Level,
Skills: initial,
SkillPoints: initialSkillPointState(points),
}, time.Now().UTC())
s.initialSkillsMu.Lock()
catalog := s.skillCatalog
s.initialSkillsMu.Unlock()
if catalog == nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("job %d alternate initial skill catalog is unavailable", job)
}
layout, err := skillcmd.BuildInitialSkillLayout(catalog, job, 1, seed.Skills)
if err != nil {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("build job %d alternate initial skill layout: %w", job, err)
}
owner, err := currentSceneSkillOwner(repos)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
return owner.EnsureTree(ctx, dnfskill.EnsureTreeCommand{
CharacterID: character.CharacterID,
TreeIndex: 1,
State: dnfrepo.SkillTreeState{Skills: seed.Skills, Points: seed.Points},
Layout: layout,
UpdatedAt: time.Now().UTC(),
})
}
// syncCurrentSceneSkillPointLedgers is the login/reselect repair for characters
// whose level changed outside the ordinary EXP owner or whose historical
// ledger predates TP advancement. The target totals come from the runtime PVF
// SP/TP tables plus persisted bonus points. Remaining points preserve the
// already-spent amount and clamp exactly as the 86JP LoadAndSync domain rule.
func (s *Service) syncCurrentSceneSkillPointLedgers(
ctx context.Context,
repos dnfrepo.Group,
character dnfrepo.CharacterRecord,
record dnfrepo.SkillRecord,
) (dnfrepo.SkillRecord, bool, error) {
target, err := s.currentPVFSkillPointTarget(ctx, character)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
owner, err := currentSceneSkillOwner(repos)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
changedAny := false
for tree := 0; tree < currentSkillInfoTreeCount; tree++ {
state, found := dnfrepo.SkillTree(record, tree)
if !found {
return dnfrepo.SkillRecord{}, false, fmt.Errorf("character %s skill tree %d is missing", character.CharacterID, tree)
}
_, changed, err := syncCurrentSkillPointState(state.Points, target)
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
if !changed {
continue
}
record, _, err = owner.SyncPoints(ctx, dnfskill.SyncPointsCommand{
CharacterID: character.CharacterID,
TreeIndex: tree,
Target: target,
UpdatedAt: time.Now().UTC(),
})
if err != nil {
return dnfrepo.SkillRecord{}, false, err
}
changedAny = true
}
return record, changedAny, nil
}
func (s *Service) ensureCurrentSceneSkillLayout(ctx context.Context, repos dnfrepo.Group, character dnfrepo.CharacterRecord, job byte, tree int, catalog *dnfskill.Table, record dnfrepo.SkillRecord) (dnfrepo.SkillRecord, dnfrepo.SkillLayout, bool, error) {
_, found := dnfrepo.SkillTree(record, tree)
if !found {
return dnfrepo.SkillRecord{}, nil, false, fmt.Errorf("character %s skill tree %d is missing", character.CharacterID, tree)
}
var initial []initialSkillEntry
if len(record.Layouts[tree]) == 0 {
var err error
initial, err = s.initialCharacterSkills(ctx, job)
if err != nil {
return dnfrepo.SkillRecord{}, nil, false, fmt.Errorf("load job %d initial skills for layout: %w", job, err)
}
}
build := func(current dnfrepo.SkillRecord) (dnfrepo.SkillLayout, error) {
currentState, ok := dnfrepo.SkillTree(current, tree)
if !ok {
return nil, fmt.Errorf("character %s skill tree %d is missing", character.CharacterID, tree)
}
if existing := current.Layouts[tree]; len(existing) > 0 {
return skillcmd.BuildCurrentSkillLayout(catalog, job, tree, currentState.Skills, existing)
}
if skillRecordMatchesPVFInitialSkills(currentState.Skills, initial) {
return skillcmd.BuildInitialSkillLayout(catalog, job, tree, currentState.Skills)
}
return skillcmd.BuildCurrentSkillLayout(catalog, job, tree, currentState.Skills, nil)
}
candidate, err := build(record)
if err != nil {
return dnfrepo.SkillRecord{}, nil, false, err
}
if repos.CharacterSkills == nil {
return record, candidate, false, nil
}
owner, err := currentSceneSkillOwner(repos)
if err != nil {
return dnfrepo.SkillRecord{}, nil, false, err
}
return owner.EnsureLayout(ctx, dnfskill.EnsureLayoutCommand{
CharacterID: character.CharacterID,
TreeIndex: tree,
UpdatedAt: time.Now().UTC(),
Build: build,
})
}
func skillRecordMatchesPVFInitialSkills(states map[int64]dnfrepo.SkillState, initial []initialSkillEntry) bool {
expected := make(map[int64]int, len(initial))
for _, entry := range initial {
if entry.SkillID > 0 && entry.Level > 0 {
expected[entry.SkillID] = entry.Level
}
}
if len(states) != len(expected) || len(expected) == 0 {
return false
}
for skillID, level := range expected {
state, ok := states[skillID]
if !ok || !state.Enabled || state.Level != level {
return false
}
}
return true
}