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

269 lines
12 KiB
Go

package dnfbridge
// Dungeon-selector town presence.
//
// This file implements an operator product decision that deliberately
// contradicts the recorded behaviour of the external release: a character that
// opens the dungeon-selection page must stop being visible to the other players
// in its town area.
//
// The release does the opposite, and that was proved rather than assumed. In
// `captures/01-external-friend-chat-party/` the three selector openings
// (12:08:10, 12:32:00 twice) and the three town-leave broadcasts
// (`town_copresence_leave_0x0006` at 12:09:54, 12:29:04, 12:30:38) have zero
// overlap, and the real presence retirement happens at dungeon entry - 12:32:05,
// five seconds after the selector page opened. The client's own op23 area=0xFF
// while the page is up is a local rendering detail of that page, not a
// co-presence statement. So the release keeps a selector-browsing character
// fully visible; this server, by instruction, does not.
//
// The retirement and its restore are one pair. Opening the page retires the
// roster record; the op132 selector return registers it again from the exact
// record that was retired. Every other way off the page already re-registers on
// its own - op36 SET_USER_AREA and prev-village both run a full EnterArea, the
// completed dungeon return restores its own presence, and dungeon entry is
// supposed to leave the character retired - so those routes only drop the memo.
// leaveTownPresenceForDungeonSelector retires the town presence of the one
// character that opened the dungeon-selection page and tells its former
// same-area peers to destroy the actor.
//
// It is the single-session shape of leaveTownPresenceForDungeon: same
// LeaveAreaSession call, same op6 broadcast, no new mechanism. Four deliberate
// differences from the dungeon-entry retirement:
//
// - Only the opener is retired. A selector opened by a leader does move every
// party member onto the page through synchronizeRuntimePartyMembersEnterSelect,
// but the followers' presence is left alone per instruction, which also keeps
// every party path that reads the town roster working exactly as accepted.
// - The op6 destroy is withheld from the opener's own party members, exactly
// as broadcastTownPlayerDungeonTransition withholds it from fellow entrants.
// That is not a style choice: this client answers op6 on a party member with
// LEAVE_PARTY, so broadcasting it to a teammate would disband the party the
// moment anybody opened the dungeon gate. Unlike the dungeon transition no
// op23 replacement is sent either, because the opener is not moving areas -
// it is still standing where it was.
// - No friend-list delta is pushed. leaveTownPresenceForDungeon follows its
// retirement with a busy notifyCurrentUnitedFriendPresence because entering a
// dungeon is what the release projects as busy at 12:32:05. Browsing the
// selector is not that event, so the friend projection is left untouched.
// - Raid channels are excluded. The Anton waiting room is already a
// server-owned private instance, so there is nobody to hide from, and
// runtimeRaidSelectorAdmission requires the opener to still hold that
// waiting-instance presence on every following op15 - the current client
// retries op15 after its post-start-map state, so retiring here would refuse
// the raid portal on the client's own retry.
func (s *Service) leaveTownPresenceForDungeonSelector(session *gameSession, source string) {
if s == nil || s.onlinePlayers == nil || session == nil || session.selectedCharacterID == 0 {
return
}
if _, raidChannel := currentRaidTownSpecForSession(session); raidChannel {
return
}
characterID := session.selectedCharacterID
presence, registered := s.onlinePlayers.PlayerForCharacter(characterID)
if !registered || presence.Session != session {
return
}
_, others, removed := s.onlinePlayers.LeaveAreaSession(characterID, session)
if !removed {
return
}
session.townSelectorPresenceMu.Lock()
session.townSelectorRetiredPresence = presence
session.townSelectorRetiredPresenceCharacterID = characterID
session.townSelectorPresenceMu.Unlock()
partyMembers := make(map[uint16]bool)
for _, member := range runtimePartyMembers(runtimePartyStateSnapshot(session)) {
partyMembers[member.UserID] = true
}
outsiders := make([]onlinePlayerInfo, 0, len(others))
for _, other := range others {
if partyMembers[other.CharacterID] {
continue
}
outsiders = append(outsiders, other)
}
if len(outsiders) > 0 {
s.broadcastTownPlayerLeave(characterID, outsiders)
}
s.logGameEvent(session, "game-town-enter-select-presence-retired",
"source", source,
"char_id", characterID,
"town_id", presence.TownID,
"area_id", presence.AreaID,
"peer_count", len(others),
"notified_peer_count", len(outsiders),
"party_member_peer_count", len(others)-len(outsiders),
"decision", "operator_product_decision_selector_page_is_not_visible_in_town",
"capture_behaviour", "external_release_keeps_the_selector_character_visible_and_retires_only_at_dungeon_entry")
}
// bindCompletedRunSelectorPresence leaves the selector-page presence memo for a
// character whose COMPLETED run has just been retired into the other-dungeon
// selector page (选择其他地下城).
//
// It is the synthesized twin of leaveTownPresenceForDungeonSelector. That route
// always starts from a live roster record and moves it into the memo; this one
// runs after dungeon entry has already removed the record and spent the memo
// (leaveTownPresenceForDungeon), so without it the character resolves nowhere:
// the live roster has no row and there is no retired record. The party entry
// preflight reads exactly that resolution
// (currentPartyEntryMembersShareTownArea), so every following op16 was refused
// with the retryable reason-3 rejection - a reply this client answers with
// silence, which the player reports as 点不动. Measured 2026-09-19 13:19:23Z:
// a two-member party cleared a run, the leader took 选择其他地下城, and 16
// identical op16 requests for dungeon 3 each ended in
// game-party-dungeon-entry-blocked error="party member 22 is not present in the
// leader town area".
//
// The anchor is the run's own frozen pre-entry origin, i.e. the exact spot the
// selector page returns the character to, so nothing is invented: the memo stays
// invisible in town (no EnterArea, no broadcast - the operator decision that a
// selector-browsing character is not visible), and it is consumed the same way
// the live-record memo is, by dungeon entry or by any real town registration.
//
// It refuses to act while the character still holds a live registration: the
// live row wins in currentTownActorAreaDetachPresence anyway, and the route that
// owns that row (the op15 selector page) leaves its own memo from it.
func (s *Service) bindCompletedRunSelectorPresence(
session *gameSession,
origin currentTownPositionSnapshot,
source string,
) bool {
if s == nil || session == nil || session.selectedCharacterID == 0 ||
!origin.PositionValid || origin.CharacterID != session.selectedCharacterID {
return false
}
characterID := session.selectedCharacterID
if s.onlinePlayers != nil {
if _, registered := s.onlinePlayers.PlayerForCharacter(characterID); registered {
s.logGameEvent(session, "game-dungeon-completed-selector-presence-skipped",
"source", source,
"char_id", characterID,
"reason", "character_already_registered_in_a_town_area")
return false
}
}
// Mirror the live-record instance key: ordinary towns and the public raid
// lobby use zero, and only the server-owned Anton waiting area is keyed by
// the member's RaidKey. The area test is the same one
// currentDungeonTownReturnOriginOwner uses, so a raid member whose run
// started in an ordinary town keeps the ordinary key.
instanceKey := uint32(0)
if raidKey := s.runtimeRaidKeyForMember(characterID); raidKey != 0 {
if spec, raidChannel := currentRaidTownSpecForSession(session); raidChannel &&
origin.TownID == byte(spec.townID) && origin.AreaID == spec.waitingArea {
instanceKey = raidKey
}
}
presence := onlinePlayerInfo{
CharacterID: characterID,
ChannelID: townPresenceChannelID(session),
TownID: origin.TownID,
AreaID: origin.AreaID,
InstanceKey: instanceKey,
PositionX: origin.PositionX,
PositionY: origin.PositionY,
Direction: origin.MovementCode,
Session: session,
}
session.townSelectorPresenceMu.Lock()
previous := session.townSelectorRetiredPresence
hadPrevious := session.townSelectorRetiredPresenceCharacterID == characterID
session.townSelectorRetiredPresence = presence
session.townSelectorRetiredPresenceCharacterID = characterID
session.townSelectorPresenceMu.Unlock()
s.logGameEvent(session, "game-dungeon-completed-selector-presence-bound",
"source", source,
"char_id", characterID,
"channel_id", presence.ChannelID,
"town_id", presence.TownID,
"area_id", presence.AreaID,
"instance_key", presence.InstanceKey,
"position_x", presence.PositionX,
"position_y", presence.PositionY,
"replaced_previous_binding", hadPrevious,
"previous_town_id", previous.TownID,
"previous_area_id", previous.AreaID,
"reason", "completed_run_retired_into_other_dungeon_selector_needs_a_town_anchor_for_party_entry")
return true
}
// restoreTownPresenceAfterDungeonSelector registers the retired record again
// when the player closes the page and stays in town. Without it the retirement
// is permanent: the op132 selector return deliberately preserves the finalized
// town scene instead of running a completed-return presence restore, so nothing
// else on that route ever touches the roster.
//
// The retired record is replayed verbatim rather than rebuilt from the session's
// latest op35. A position report can still arrive while the page is up, and the
// typed op24 this return has just written is built from the frozen selector
// origin - which is the position the record was retired at. Replaying the record
// keeps the roster and that op24 on the same coordinates.
//
// It refuses to act when the character already holds a live registration, so a
// route that re-registered on its own can never end up with a duplicate actor.
func (s *Service) restoreTownPresenceAfterDungeonSelector(session *gameSession, source string) bool {
if s == nil || s.onlinePlayers == nil || session == nil || session.selectedCharacterID == 0 {
return false
}
characterID := session.selectedCharacterID
session.townSelectorPresenceMu.Lock()
presence := session.townSelectorRetiredPresence
owner := session.townSelectorRetiredPresenceCharacterID
session.townSelectorPresenceMu.Unlock()
if owner != characterID || presence.CharacterID != characterID {
return false
}
if _, registered := s.onlinePlayers.PlayerForCharacter(characterID); registered {
clearTownSelectorRetiredPresence(session)
s.logGameEvent(session, "game-town-enter-select-presence-restore-skipped",
"source", source,
"char_id", characterID,
"reason", "character_already_registered_in_a_town_area")
return false
}
player := presence
player.Session = session
others := s.onlinePlayers.EnterArea(&player)
s.promoteResidentGameSession(session, characterID)
clearTownSelectorRetiredPresence(session)
s.broadcastTownPlayerEnter(&player, others)
s.notifyCurrentUnitedFriendPresence(
player.Name,
currentFriendPresence{ChannelID: uint16(session.channel.ID)},
source+"_friend_online",
)
s.replayCurrentExpertJobStores(session, player.TownID, player.AreaID)
s.replayCurrentPrivateStores(session, player.TownID, player.AreaID)
s.logGameEvent(session, "game-town-enter-select-presence-restored",
"source", source,
"char_id", characterID,
"town_id", player.TownID,
"area_id", player.AreaID,
"position_x", player.PositionX,
"position_y", player.PositionY,
"peer_count", len(others),
"sequence", "remote_mode0_then_mode1_then_op9_then_op23_both_directions")
return true
}
// clearTownSelectorRetiredPresence drops the remembered record. Every route
// that gives the character a real town registration again calls this, so the
// restore above can never resurrect a stale actor after the page is gone.
//
// townSelectorPresenceMu is a leaf: several callers (SET_USER_AREA,
// prev-village, the initial town route) hold townMu across their whole body, so
// this memo deliberately does not share that lock.
func clearTownSelectorRetiredPresence(session *gameSession) {
if session == nil {
return
}
session.townSelectorPresenceMu.Lock()
session.townSelectorRetiredPresence = onlinePlayerInfo{}
session.townSelectorRetiredPresenceCharacterID = 0
session.townSelectorPresenceMu.Unlock()
}