Files
90CNServer/server/internal/services/dnfbridge/town_enter_select.go.experiment_failed_20260913
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

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package dnfbridge
import (
"context"
)
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) {
if session == nil || session.selectedCharacterID == 0 {
return false, nil
}
characterID := session.selectedCharacterID
session.dungeon.mu.Lock()
runtime := session.dungeon.runtime
if runtime == nil || runtime.Session == nil ||
!completedDungeonSettlementExitReady(runtime, characterID) {
session.dungeon.mu.Unlock()
return false, nil
}
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, 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 ||
!completedDungeonSettlementExitReady(runtime, characterID) {
session.dungeon.mu.Unlock()
return false, 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()
clearCurrentTownSelectorOriginLocked(session)
session.townSceneReadyCharacterID = characterID
session.townPositionSnapshot = origin
session.townMu.Unlock()
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, 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
}
// EXPERIMENT (2026-09-13): project the single-floor tower entry state BEFORE the
// selector context as well. The client's dungeon-select card showed floor 1 no
// matter how many floors were cleared, while the packet trace proved the server
// was sending the right floor through S->C op348 -- but always ~1ms AFTER op27,
// and every selector-path source is named "..._after_op27_...". If the client
// builds the card from op27 and never re-reads, the late packet cannot land.
// This send is unconditional because sendCurrentSingleFloorTowerSelectorProgress
// itself has no town gate (the 38/5 gate lives only at the call site below); the
// after-op27 send is deliberately kept so the test isolates ordering alone.
if err := s.sendCurrentSingleFloorTowerSelectorProgress(
session, source+"_before_op27_tower_progress"); err != nil {
return err
}
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
if origin.TownID == currentDeathValleyTowerTownID && origin.AreaID == currentDeathValleyTowerAreaID {
if err := s.sendCurrentSingleFloorTowerSelectorProgress(session, source+"_after_op27_death_valley_tower_progress"); err != nil {
return err
}
}
return nil
}