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

335 lines
14 KiB
Go

package dnfbridge
import (
"context"
"longheng.io/server/internal/modules/dnf/worldmap"
)
func (s *Service) markCurrentTownSceneReady(session *gameSession) {
if session == nil || session.selectedCharacterID == 0 {
return
}
session.townMu.Lock()
session.townSceneReadyCharacterID = session.selectedCharacterID
session.townMu.Unlock()
}
func (s *Service) currentTownEnterSelectReady(session *gameSession) (bool, string) {
if session == nil || session.selectedCharacterID == 0 {
return false, "selected_character_missing"
}
session.townMu.Lock()
readyCharacterID := session.townSceneReadyCharacterID
positionSnapshot := session.townPositionSnapshot
session.townMu.Unlock()
if readyCharacterID == 0 || readyCharacterID != session.selectedCharacterID {
return false, "town_scene_player_state_not_finalized"
}
if positionSnapshot.CharacterID != session.selectedCharacterID {
return false, "town_scene_location_owner_missing"
}
if !positionSnapshot.PositionValid {
return false, "town_scene_position_not_reported"
}
session.dungeon.mu.Lock()
hasDungeonRuntime := session.dungeon.runtime != nil
session.dungeon.mu.Unlock()
if hasDungeonRuntime {
return false, "active_dungeon_runtime"
}
return true, "current_town_scene_player_state_finalized"
}
// commitPendingDungeonReturnBeforeTownEnterSelect repairs the current EXE
// route where the client returns to town from an active dungeon and immediately
// clicks the dungeon gate again. That op15 can be the first town-side request
// after the typed return op24, so the wrapper commits the pending runtime and
// restores the town position owner needed by sendCurrentTownEnterSelectContext.
func (s *Service) commitPendingDungeonReturnBeforeTownEnterSelect(session *gameSession, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
characterID := session.selectedCharacterID
session.dungeon.mu.Lock()
runtime := session.dungeon.runtime
shouldCommit := runtime != nil && runtime.Session != nil &&
runtime.townReturnPending && runtime.townReturnOp24Sent
transition := currentDungeonTownTransition{}
origin := currentTownPositionSnapshot{}
if shouldCommit {
transition = cloneCurrentDungeonTownTransition(runtime.townReturnTransition)
origin = runtime.townReturnOrigin
}
session.dungeon.mu.Unlock()
if !shouldCommit {
return s.ensureCurrentConfirmedDungeonReturnPlayerState(
session,
source+"_without_retained_runtime",
)
}
if err := s.commitPendingDungeonReturnForSceneRequest(session, "current_exe_op15_enter_select_after_pending_town_return"); err != nil {
return err
}
session.dungeon.mu.Lock()
stillHasRuntime := session.dungeon.runtime != nil
session.dungeon.mu.Unlock()
if stillHasRuntime || session.selectedCharacterID != characterID {
s.logGameEvent(session, "game-upper-enter-select-dungeon-pending-return-committed",
"source", source,
"char_id", characterID,
"runtime_retained", stillHasRuntime,
"selected_character", session.selectedCharacterID,
"reason", "pending_return_committed_but_town_context_changed")
return nil
}
snapshot := currentTownPositionSnapshot{
CharacterID: characterID,
TownID: transition.TownID,
AreaID: transition.AreaID,
PositionX: uint16(transition.PositionX),
PositionY: uint16(transition.PositionY),
MovementCode: transition.Direction,
PositionValid: true,
}
positionSource := transition.PositionSource
if origin.CharacterID == characterID &&
origin.TownID == transition.TownID &&
origin.AreaID == transition.AreaID &&
origin.PositionValid {
snapshot = origin
positionSource = "current_exe_op35_runtime_origin_snapshot"
}
session.townMu.Lock()
clearCurrentTownSelectorOriginLocked(session)
session.townSceneReadyCharacterID = characterID
session.townPositionSnapshot = snapshot
session.townMu.Unlock()
s.logGameEvent(session, "game-upper-enter-select-dungeon-pending-return-committed",
"source", source,
"char_id", characterID,
"town_id", snapshot.TownID,
"area_id", snapshot.AreaID,
"position_x", snapshot.PositionX,
"position_y", snapshot.PositionY,
"movement_code", snapshot.MovementCode,
"position_source", positionSource,
"reason", "op15_can_be_first_town_side_request_after_back_to_village")
return nil
}
// retireCompletedDungeonForTownSelect maps the settlement page's
// "select another dungeon" action onto the current op15/op27 selector owner.
// 86JP establishes that this action retires the completed run before entering
// the selector; the location itself is reconstructed from the current run's
// frozen op35 origin or the current Go/PVF town-transition builder.
func (s *Service) retireCompletedDungeonForTownSelect(session *gameSession) (bool, error) {
retired, _, err := s.retireCompletedRunIntoSelector(session)
return retired, err
}
// retireCompletedRunPartyIntoSelctor retires every party member's own completed run of
// this dungeon into the selector page.
//
// A party retries together, but its clients do not arrive together: the leader's own
// 再次挑战 is processed while the member's is still in flight, so the member is still
// standing inside its own completed run and its town scene is not finalized. The party
// entry preflight then refuses the leader's re-entry one gate later than the missing
// anchor did before -- "party member 22 selector is not ready:
// town_scene_player_state_not_finalized", live 2026-09-20 16:52:46Z -- and the leader is
// handed the town selector: the operator's "组队再次挑战直接返回城镇".
//
// This is the member's own 再次挑战 / 选择其他地下城 performed for it, with the same
// preconditions (retireCompletedRunIntoSelector refuses anything that is not a
// settlement-exit-ready completed run), so a member whose client already did it is
// simply skipped.
func (s *Service) retireCompletedRunPartyIntoSelctor(leader *gameSession, dungeonID int64, source string) int {
if s == nil || leader == nil || leader.selectedCharacterID == 0 || dungeonID == 0 {
return 0
}
retired := 0
for _, member := range runtimePartyMembers(runtimePartyStateSnapshot(leader)) {
if member.UserID == 0 || member.UserID == leader.selectedCharacterID {
continue
}
follower, ok := s.onlineGameSession(member.UserID)
if !ok || follower == nil {
continue
}
follower.dungeon.mu.Lock()
runtime := follower.dungeon.runtime
inside := runtime != nil && runtime.Session != nil &&
dungeonRuntimeOwnsCharacter(runtime, member.UserID) &&
runtime.Session.Snapshot().Run.Status == worldmap.DungeonRunCompleted &&
runtime.Session.Snapshot().Run.DungeonID == dungeonID
follower.dungeon.mu.Unlock()
if !inside {
continue
}
did, _, err := s.retireCompletedRunIntoSelector(follower)
if err != nil {
s.logGameEvent(leader, "game-dungeon-party-retry-member-retire-blocked",
"source", source,
"leader_char_id", leader.selectedCharacterID,
"char_id", member.UserID,
"dungeon_id", dungeonID,
"error", err)
continue
}
if !did {
continue
}
retired++
s.logGameEvent(follower, "game-dungeon-party-retry-member-retired",
"source", source,
"leader_char_id", leader.selectedCharacterID,
"char_id", member.UserID,
"dungeon_id", dungeonID,
"reason", "the_leader_retried_before_this_member_client_did")
}
return retired
}
// retireCompletedRunIntoSelector is the single-character action: retire this session's
// settlement-exit-ready completed run, leave the selector anchor behind, and report the
// dungeon that was retired. Callers that act for a whole party use
// retireCompletedRunPartyIntoSelctor around it.
func (s *Service) retireCompletedRunIntoSelector(session *gameSession) (bool, int64, error) {
if session == nil || session.selectedCharacterID == 0 {
return false, 0, nil
}
characterID := session.selectedCharacterID
session.dungeon.mu.Lock()
runtime := session.dungeon.runtime
if runtime == nil || runtime.Session == nil ||
!s.completedDungeonSettlementExitReady(runtime, characterID) {
session.dungeon.mu.Unlock()
return false, 0, nil
}
dungeonID := runtime.Dungeon.ID
origin := runtime.townReturnOrigin
session.dungeon.mu.Unlock()
originSource := "frozen_pre_dungeon_op35_origin"
if origin.CharacterID != characterID || !origin.PositionValid {
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
transition, err := s.prepareCurrentDungeonTownTransitionForSession(ctx, session, characterID)
cancel()
if err != nil {
return false, 0, err
}
origin = currentTownPositionSnapshot{
CharacterID: characterID,
TownID: transition.TownID,
AreaID: transition.AreaID,
PositionX: uint16(transition.PositionX),
PositionY: uint16(transition.PositionY),
MovementCode: transition.Direction,
PositionValid: true,
}
originSource = transition.PositionSource
}
session.dungeon.mu.Lock()
if session.dungeon.runtime != runtime ||
!s.completedDungeonSettlementExitReady(runtime, characterID) {
session.dungeon.mu.Unlock()
return false, 0, nil
}
s.retireCurrentDungeonRuntimeLocked(session, runtime, "completed_run_retires_into_other_dungeon_selector")
session.dungeon.mu.Unlock()
if err := s.switchCurrentPetGrowthClock(session, currentPetGrowthClockTown, s.gameplayNow(), "completed_run_other_dungeon_selector"); err != nil {
s.logGameEvent(session, "game-pet-growth-clock-start-deferred",
"char_id", characterID,
"mode", currentPetGrowthClockTown.String(),
"source", "completed_run_other_dungeon_selector",
"error", err)
}
resetDungeonEntrySceneGates(session)
clearCurrentDungeonSelectContext(session)
session.townMu.Lock()
// Keep the pre-entry origin after the retirement. The client's next request on
// this screen may be 返回城镇 rather than a selector op15, and by then this run
// is gone: without the stash that return fell back to the persisted login town
// (the Seria room), so the party came back invisible to each other and the next
// dungeon entry was refused with 队员不在附近.
session.completedRunTownReturnOrigin = origin
// Re-bind the selector origin to the frozen pre-entry spot instead of clearing
// it. The client may return to town straight from this selector page rather
// than opening a new one, and that return resolves through the selector origin:
// clearing it left the return with no origin at all, so it fell back to the
// persisted login town (the Seria room). Measured 2026-09-19: a party that had
// just cleared a run came back invisible to each other there, and the next
// entry was refused with 队员不在附近 -- while the same return without a
// completed run (origin still bound) landed correctly. This keeps both routes
// on the same spot the direct 返回城镇 uses.
session.townSelectorOriginSnapshot = origin
session.townSelectorOriginBound = true
session.townSceneReadyCharacterID = characterID
session.townPositionSnapshot = origin
session.townMu.Unlock()
// Leave the selector-page presence anchor behind. This route retires a
// COMPLETED run into the very page the op15 route opens, but by now the
// character has usually been off the town roster since it entered the
// dungeon: entry removed the registration and consumed the selector memo, so
// neither the live roster nor a retired record answers "where does this
// character stand". The party entry preflight reads exactly that resolution,
// so the leader's next op16 was refused for every member with the retryable
// reason-3 rejection - the reply this client answers with silence, which the
// player reports as 点不动 (measured 2026-09-19 13:19:23Z, dungeon 3, party
// of two, 16 identical requests).
s.bindCompletedRunSelectorPresence(session, origin, "completed_run_retires_into_other_dungeon_selector")
// This route retires a completed run straight into the page the op15 route opens,
// so it needs the same party-scoped actor projection that route writes: the anchor
// above only tells the SERVER where this character stands, while the client's own
// party-entry proximity check reads scene actors, and this character is
// deliberately absent from the town roster. Without it the next party entry can be
// refused client-side with 队友不在附近 even though the server preflight passes.
s.rebuildRuntimePartySelectorPageCoPresence(session, "completed_run_retires_into_other_dungeon_selector")
s.logGameEvent(session, "game-dungeon-completed-other-selector-committed",
"char_id", characterID,
"dungeon_id", runtime.Dungeon.ID,
"town_id", origin.TownID,
"area_id", origin.AreaID,
"position_x", origin.PositionX,
"position_y", origin.PositionY,
"position_source", originSource,
"runtime_detached", true,
"next_owner", "current_exe_op15_ack_fatigue_op27_selector_context")
return true, dungeonID, nil
}
func (s *Service) sendCurrentTownEnterSelectContext(session *gameSession, source string) error {
ready, reason := s.currentTownEnterSelectReady(session)
if !ready {
s.logGameEvent(session, "game-upper-town-enter-select-context-deferred",
"source", source,
"char_id", session.selectedCharacterID,
"msg_id", currentDungeonContextMsgID,
"reason", reason)
return nil
}
if err := s.sendCurrentDungeonContextOp27(session, source); err != nil {
return err
}
origin, originBound := bindCurrentTownSelectorOrigin(session)
s.logGameEvent(session, "game-upper-town-enter-select-origin-bound",
"source", source,
"char_id", session.selectedCharacterID,
"town_id", origin.TownID,
"area_id", origin.AreaID,
"position_x", origin.PositionX,
"position_y", origin.PositionY,
"position_valid", origin.PositionValid,
"origin_bound", originBound,
"reason", "freeze_current_town_origin_after_successful_op27_write")
session.enterSelectDungeonContextSent = true
return nil
}