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

102 lines
3.4 KiB
Go

package dnfbridge
import (
"context"
"strconv"
"longheng.io/server/internal/modules/dnf/dnfenum"
)
func (s *Service) sendCurrentSocketMutationRefresh(session *gameSession, result currentSocketMutationResult, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
if result.TargetEquipped || result.Target.ListType == currentSocketListEquipment {
if err := s.sendCurrentSocketEquipmentSlotUpdate(session, result.Target.Slot, source+"_target"); err != nil {
return err
}
} else if result.Target.ListType != 0 || result.Target.Slot != 0 {
if err := s.sendCurrentSocketInventorySlotUpdate(session, result.Target.ListType, result.Target.Slot, source+"_target"); err != nil {
return err
}
}
for _, changed := range result.Consumed {
if err := s.sendCurrentSocketInventorySlotUpdate(session, changed.ListType, changed.Slot, source+"_consume"); err != nil {
return err
}
}
return nil
}
func (s *Service) sendCurrentSocketInventorySlotUpdate(session *gameSession, listType byte, slot int16, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Inventory == nil {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
characterID := strconv.Itoa(int(session.selectedCharacterID))
inventory, found, err := repositories.Inventory.Load(ctx, characterID)
if err != nil {
return err
}
var entry currentItemListEntry
if found {
if stack, ok := inventory.Slots[currentSocketInventoryKey(listType, slot)]; ok && stack.ItemID > 0 {
entry = currentItemListEntryFromStack(listType, slot, stack)
} else {
entry.patchCore(slot, 0, 0)
}
} else {
entry.patchCore(slot, 0, 0)
}
body := buildCurrentItemUpdateBody(listType, []currentItemListEntry{entry})
s.logGameEvent(session, "game-current-socket-inventory-slot-refresh",
"source", source,
"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
"list_type", listType,
"slot", slot,
"body_len", len(body))
return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
}
func (s *Service) sendCurrentSocketEquipmentSlotUpdate(session *gameSession, slot int16, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Equipment == nil {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
characterID := strconv.Itoa(int(session.selectedCharacterID))
equipment, found, err := repositories.Equipment.Load(ctx, characterID)
if err != nil {
return err
}
var entry currentItemListEntry
entry.patchCore(slot, 0, 0)
if found {
for _, equipped := range equipment.Entries {
if equipped.SlotIndex == slot {
if row, ok := currentItemListEntryFromEquipment(equipped); ok {
entry = row
}
break
}
}
}
body := buildCurrentItemUpdateBody(currentSocketListEquipment, []currentItemListEntry{entry})
s.logGameEvent(session, "game-current-socket-equipment-slot-refresh",
"source", source,
"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
"list_type", currentSocketListEquipment,
"slot", slot,
"body_len", len(body))
return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
}