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

154 lines
5.5 KiB
Go

package dnfbridge
import (
"context"
"sort"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// currentUserInfoSkillPageEntry is one {u16 skill id, u8 level} row of the
// mode1/mode3 skill groups.
type currentUserInfoSkillPageEntry struct {
SkillID uint16
Level byte
}
// currentUserInfoSkillPages is the tail block sub_2003420 reads right after
// the equipped-creature {item id, serial} pair: a u8 selected tree (0xff keeps
// the client's current selection), then for tree 0 and tree 1 a u8 count
// followed by {u16 skill, u8 level} rows.
//
// The current EXE applies these rows only to actors other than the controlled
// one (0x0200342B `cmp [controlledActor], esi`): per row it selects the tree
// (sub_249FF80), resolves the skill object (vtbl+0xBB0), sets its rank through
// sub_2666AE0 and stores the level (vtbl+0xB60); afterwards a non-0xff selected
// byte switches the actor's active tree. For the controlled actor the same
// bytes are consumed by sub_2002F10 with a null target and discarded, so the
// owner-produced row can be replayed to peers byte for byte.
//
// These two groups are the only channel through which a client learns a
// *party member's* skill levels: op19 (sub_1D6E240) binds exclusively to the
// controlled actor and the reliable-UDP handshake carries no skill table.
// Publishing empty groups - what every peer received until 2026-09-07 - left
// every remote actor with a zero skill table. A party buff such as 武器祝福 is
// simulated locally by each client from the caster's skill state (the P2P
// k02s19 cast message carries skill 7 and the caster's level 22, decoded live),
// so on every teammate it resolved to level 0 while the caster saw its own
// level. The S4A12 reference server writes the same layout after
// SkillTreeIndex in its subtype-1 body (UserInfoSubtype1Builder.WriteSkillPage).
type currentUserInfoSkillPages struct {
Selected byte
Pages [currentSkillInfoTreeCount][]currentUserInfoSkillPageEntry
}
func emptyCurrentUserInfoSkillPages() currentUserInfoSkillPages {
return currentUserInfoSkillPages{Selected: 0xff}
}
func (r *csharpLegacyUserInfoReader) currentUserInfoSkillPages(character dnfrepo.CharacterRecord) currentUserInfoSkillPages {
pages := emptyCurrentUserInfoSkillPages()
if r == nil || r.service == nil || character.CharacterID == "" {
return pages
}
repos, ok := r.service.projectionRepositories(r.ctx)
if !ok || repos.Skill == nil {
return pages
}
job, ok := characterJobByte(character)
if !ok {
return pages
}
ctx := r.ctx
if ctx == nil {
ctx = context.Background()
}
record, _, err := r.service.loadOrBackfillCurrentSceneSkillRecord(ctx, repos, character, job)
if err != nil {
r.service.logGameEvent(r.session, "game-upper-userinfo-mode1-skill-pages-deferred",
"character_id", character.CharacterID,
"error", err)
return pages
}
pages = currentUserInfoSkillPagesFromRecord(character, record)
// The durable skill record carries only the learned level. The BUFF
// enhancement (换装) registration adds equipment level bonuses to its
// registered buff skill on the caster's own client; fold that bonus into
// the wire skill page so peers, which simulate the caster's buff from this
// table, see the same level instead of the unregistered baseline.
if r.session != nil {
buffSkillID, bonus, bonusErr := r.service.skillSwitchRegisteredBuffLevelBonus(ctx, r.session, character)
if bonusErr == nil && buffSkillID != 0 && bonus != 0 {
for tree := 0; tree < currentSkillInfoTreeCount; tree++ {
for index := range pages.Pages[tree] {
if pages.Pages[tree][index].SkillID != buffSkillID {
continue
}
level := int(pages.Pages[tree][index].Level) + bonus
if level < 0 {
level = 0
}
if level > 0xff {
level = 0xff
}
pages.Pages[tree][index].Level = byte(level)
}
}
}
}
return pages
}
// currentUserInfoSkillPagesFromRecord projects the durable skill record into
// the wire groups: every learned skill (level > 0) of each tree in ascending
// skill-id order, level clamped to the u8 the reader stores, and the
// character's active tree as the selected byte.
func currentUserInfoSkillPagesFromRecord(character dnfrepo.CharacterRecord, record dnfrepo.SkillRecord) currentUserInfoSkillPages {
pages := emptyCurrentUserInfoSkillPages()
for tree := 0; tree < currentSkillInfoTreeCount; tree++ {
state, ok := dnfrepo.SkillTree(record, tree)
if !ok {
if tree != currentSkillInfoTreeIndex {
continue
}
state = dnfrepo.SkillTreeState{Skills: record.Skills}
}
ids := make([]int64, 0, len(state.Skills))
for id, skill := range state.Skills {
if id <= 0 || id > 0xffff || skill.Level <= 0 {
continue
}
ids = append(ids, id)
}
sort.Slice(ids, func(i, j int) bool { return ids[i] < ids[j] })
if len(ids) > 0xff {
ids = ids[:0xff]
}
rows := make([]currentUserInfoSkillPageEntry, 0, len(ids))
for _, id := range ids {
level := state.Skills[id].Level
if level > 0xff {
level = 0xff
}
rows = append(rows, currentUserInfoSkillPageEntry{SkillID: uint16(id), Level: byte(level)})
}
pages.Pages[tree] = rows
}
if active, err := currentSceneActiveSkillTree(character); err == nil && int(active) < currentSkillInfoTreeCount {
pages.Selected = active
}
return pages
}
func writeCurrentUserInfoSkillPages(w *packetWriter, pages currentUserInfoSkillPages) {
w.writeByte(pages.Selected)
for _, rows := range pages.Pages {
w.writeByte(byte(len(rows)))
for _, row := range rows {
w.writeUint16(row.SkillID)
w.writeByte(row.Level)
}
}
}