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

358 lines
11 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"errors"
"math"
"strconv"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
"longheng.io/server/internal/modules/dnf/wedding"
)
func (s *Service) currentWeddingRoomCatalog() (*wedding.RoomCatalog, error) {
s.initialEquipmentMu.Lock()
archive, err := s.initialEquipmentArchiveLocked()
s.initialEquipmentMu.Unlock()
if err != nil {
return nil, err
}
return wedding.LoadRoomCatalog(archive)
}
func weddingRoomTreeBody(r wedding.RoomState) []byte {
var w packetWriter
w.writeUint32(uint32(r.Tree))
w.writeUint32(uint32(r.Expires))
w.writeUint32(uint32(r.Growth))
w.writeByte(byte(r.WaterCount))
return w.bytes()
}
func weddingRoomCargoBody(r wedding.RoomState) []byte {
var w packetWriter
n := 0
for _, item := range r.Cargo {
if item.ID != 0 {
n++
}
}
w.writeUint32(uint32(n))
for slot, item := range r.Cargo {
if item.ID != 0 {
w.writeUint16(uint16(slot))
w.writeUint32(uint32(item.ID))
w.writeUint32(uint32(item.Count))
}
}
w.writeUint32(0)
return w.bytes()
}
func weddingRoomUpdatesBody(r wedding.RoomState) []byte {
var w packetWriter
w.writeUint32(uint32(len(r.Installed) + len(r.Cargo)))
for slot, id := range r.Installed {
w.writeByte(0)
w.writeUint32(uint32(id))
w.writeUint16(uint16(slot))
if id == 0 {
w.writeUint32(0)
} else {
w.writeUint32(1)
}
}
for slot, item := range r.Cargo {
w.writeByte(1)
w.writeUint32(uint32(item.ID))
w.writeUint16(uint16(slot))
w.writeUint32(uint32(item.Count))
}
return w.bytes()
}
func (s *Service) sendWeddingRoomState(session *gameSession, c dnfrepo.CharacterRecord) error {
state, err := wedding.Read(c)
if err != nil || state.Status != 4 {
return err
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
repos, ok := s.repositoryGroup()
if !ok || repos.Character == nil {
return wedding.Invalid
}
peer, found, err := repos.Character.Load(ctx, strconv.Itoa(int(state.PartnerID)))
if err != nil {
return err
}
if !found {
return wedding.Missing
}
other, err := wedding.Read(peer)
if err != nil || other.PairID != state.PairID || other.Status != 4 || strconv.Itoa(int(other.PartnerID)) != c.CharacterID {
return wedding.Invalid
}
canonical := c
if peer.CharacterID < c.CharacterID {
canonical = peer
}
r, err := wedding.ReadRoom(canonical, state.PairID, s.gameplayNow())
if err != nil {
return err
}
return errors.Join(
s.sendGameUpperRawClass(session, 1011, weddingRoomUpdatesBody(r), 0),
s.sendGameUpperRawClass(session, 1008, weddingRoomStateBody(r), 0),
)
}
func weddingRoomStateBody(r wedding.RoomState) []byte {
var w packetWriter
n := 0
for _, id := range r.Installed {
if id != 0 {
n++
}
}
w.writeUint32(uint32(n))
for slot, id := range r.Installed {
if id != 0 {
w.writeUint16(uint16(slot))
w.writeUint32(uint32(id))
}
}
w.writeBytes(weddingRoomTreeBody(r))
return w.bytes()
}
func (s *Service) weddingRoomCommand(session *gameSession, opcode uint16, body []byte) error {
identity, current := s.boundGameSessionCharacterSnapshot(session)
if !current {
return nil
}
cmd := wedding.RoomCommand{Opcode: opcode, Now: s.gameplayNow()}
switch opcode {
case 1045:
if len(body) != 14 || body[13] > 1 {
return nil
}
case 1046:
if len(body) != 27 {
return nil
}
cmd.From, cmd.To = body[13], body[20]
cmd.FromSlot = int(binary.LittleEndian.Uint16(body[14:16]))
cmd.FromItem = int64(binary.LittleEndian.Uint32(body[16:20]))
cmd.ToSlot = int(binary.LittleEndian.Uint16(body[21:23]))
cmd.ToItem = int64(binary.LittleEndian.Uint32(body[23:27]))
case 1047:
if len(body) != 23 {
return nil
}
cmd.Slot = int32(binary.LittleEndian.Uint16(body[13:15]))
cmd.ItemID = int64(binary.LittleEndian.Uint32(body[15:19]))
cmd.Count = int64(binary.LittleEndian.Uint32(body[19:23]))
case 1048, 1049:
if len(body) != 19 {
return nil
}
cmd.Slot = int32(binary.LittleEndian.Uint16(body[13:15]))
cmd.ItemID = int64(binary.LittleEndian.Uint32(body[15:19]))
if cmd.Slot < 3 || cmd.Slot > 353 {
return nil
}
case 1050, 1051:
if len(body) != 0 {
return nil
}
default:
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
s.weddingMu.Lock()
defer s.weddingMu.Unlock()
c, err := s.weddingCharacter(ctx, identity)
// TryLock preserves the town->presence lock order during scene changes.
if err == nil {
if !session.townMu.TryLock() {
err = wedding.Busy
} else {
pos := session.townPositionSnapshot
ready := session.townSceneReadyCharacterID == identity.character
session.townMu.Unlock()
if !ready || pos.CharacterID != identity.character || pos.TownID != 101 {
err = wedding.Invalid
}
}
}
var result wedding.RoomResult
if err == nil {
result, err = s.commitWeddingRoom(ctx, session, c, cmd)
}
var code wedding.Error
if err != nil && !errors.As(err, &code) {
code = wedding.Invalid
}
var ack packetWriter
ack.writeInt32(int(code))
if opcode == 1045 {
ack.writeByte(body[13])
}
ackErr := s.sendGameUpperSuccess(session, opcode, ack.bytes())
if err != nil {
s.logGameEvent(session, "game-wedding-room-rejected", "opcode", opcode, "error", err)
return ackErr
}
if opcode == 1045 {
return errors.Join(ackErr, s.sendGameUpperRawClass(session, 1009, weddingRoomCargoBody(result.Room), 0))
}
if opcode == 1046 {
var w packetWriter
w.writeByte(0)
for _, endpoint := range []struct {
kind byte
slot int
id int64
}{{cmd.From, cmd.FromSlot, cmd.FromItem}, {cmd.To, cmd.ToSlot, cmd.ToItem}} {
id, count := endpoint.id, int64(0)
if endpoint.kind == 0 {
id = result.Room.Installed[endpoint.slot]
if id != 0 {
count = 1
}
} else {
item := result.Room.Cargo[endpoint.slot]
id, count = item.ID, item.Count
}
w.writeByte(endpoint.kind)
w.writeUint32(uint32(id))
w.writeUint16(uint16(endpoint.slot))
w.writeUint32(uint32(count))
}
ackErr = errors.Join(ackErr, s.sendGameUpperRawClass(session, 1010, w.bytes(), 0))
}
return errors.Join(ackErr, s.publishWeddingRoom(result, opcode))
}
func (s *Service) commitWeddingRoom(ctx context.Context, session *gameSession, c dnfrepo.CharacterRecord, cmd wedding.RoomCommand) (wedding.RoomResult, error) {
state, err := wedding.Read(c)
if err != nil {
return wedding.RoomResult{}, err
}
cat, err := s.currentWeddingCatalog()
if err != nil {
return wedding.RoomResult{}, err
}
rules, err := s.currentWeddingRoomCatalog()
if err != nil {
return wedding.RoomResult{}, err
}
cmd.ActorID, cmd.PartnerID, cmd.AccountID = c.CharacterID, strconv.Itoa(int(state.PartnerID)), s.accountIDForSession(session)
if cmd.Opcode == 1050 {
items, err := s.currentPVFItemCatalog()
if err != nil {
return wedding.RoomResult{}, err
}
cmd.Grant = func(bag *dnfrepo.InventoryRecord, item wedding.Item) error {
def, err := items.ResolveItem(uint32(item.ID))
if err != nil {
return err
}
_, err = s.grantCurrentWeddingMainProduct(bag, def, uint32(item.Count))
return err
}
}
repos, _ := s.repositoryGroup()
return wedding.CommitRoom(ctx, repos, cat, rules, cmd)
}
func (s *Service) publishWeddingRoom(result wedding.RoomResult, opcode uint16) error {
var err error
for i, c := range result.Characters {
id, _ := strconv.ParseUint(c.CharacterID, 10, 16)
identity, online := s.onlineGameSessionCharacterSnapshot(uint16(id))
if !online {
continue
}
session := identity.session
if opcode == 21 || opcode == 1046 || opcode == 1047 {
err = errors.Join(err, s.sendGameUpperRawClass(session, 1011, weddingRoomUpdatesBody(result.Room), 0))
if opcode == 1046 {
// The snapshot recomputes native decoration bonuses after all
// changed slots (including a displaced third item) are applied.
err = errors.Join(err, s.sendGameUpperRawClass(session, 1008, weddingRoomStateBody(result.Room), 0))
}
}
if opcode >= 1048 && opcode <= 1051 {
err = errors.Join(err, s.sendGameUpperRawClass(session, 1012, weddingRoomTreeBody(result.Room), 0))
}
if result.AssetsChanged {
// Only the actor paid; harvest rewards go to both inventories.
if i == 0 || opcode == 1050 {
err = errors.Join(err, s.sendWeddingInventorySnapshot(session, result.Inventories[i]))
}
}
if opcode == 1050 && result.Reward.ID > 0 {
var w packetWriter
w.writeUint16(1)
w.writeUint32(uint32(result.Reward.ID))
w.writeUint32(uint32(result.Reward.Count))
err = errors.Join(err, s.sendGameUpperRawClass(session, 1014, w.bytes(), 0))
}
}
if opcode == 21 {
err = errors.Join(err, s.publishWeddingCommit(result.Result, 9))
}
return err
}
func (s *Service) commitWeddingDecorationBuy(ctx context.Context, session *gameSession, pricing currentNPCShopPricing, request currentNPCShopBuyRequest) (currentNPCShopBuyResult, error) {
identity, current := s.boundGameSessionCharacterSnapshot(session)
if !current {
return currentNPCShopBuyResult{}, wedding.Invalid
}
s.weddingMu.Lock()
defer s.weddingMu.Unlock()
c, err := s.weddingCharacter(ctx, identity)
if err != nil {
return currentNPCShopBuyResult{}, err
}
cmd := wedding.RoomCommand{Opcode: 21, ItemID: int64(request.ItemID), Count: int64(request.Count), Now: s.gameplayNow()}
if pricing.MaterialExchange {
if pricing.NeedMaterialCount > math.MaxInt32/cmd.Count {
return currentNPCShopBuyResult{}, wedding.Invalid
}
cmd.Materials = []wedding.Item{{ID: int64(pricing.NeedMaterialItem), Count: pricing.NeedMaterialCount * cmd.Count}}
} else {
if pricing.BuyGold > math.MaxInt32/cmd.Count {
return currentNPCShopBuyResult{}, wedding.Invalid
}
cmd.Gold = pricing.BuyGold * cmd.Count
}
result, err := s.commitWeddingRoom(ctx, session, c, cmd)
if err != nil {
return currentNPCShopBuyResult{}, err
}
item := result.Room.Cargo[result.Slot]
entry := currentItemListEntryFromStack(19, int16(result.Slot), dnfrepo.ItemStack{ItemID: item.ID, Count: item.Count})
// 上游用一个 ListType 字段同时表达"ACK 行"和"增量行属于哪个容器"。工作区把它
// 拆成了两件事:Updates 固定走 list 0(主背包),ItemListType/ItemUpdates 承载
// 别的容器。婚房装饰落在 19 号容器,所以装饰行必须走 ItemUpdates,金币钱包行
// 留在 Updates,否则装饰会被客户端归进 list 0 的页面里而无法使用。
out := currentNPCShopBuyResult{
GoldAfter: result.Characters[0].Stats["gold"], Item: entry,
Slot: int16(result.Slot), ItemID: request.ItemID, Count: request.Count,
ItemListType: 19, ItemUpdates: []currentItemListEntry{entry},
}
out.WeddingRoom = &result
out.Updates = []currentItemListEntry{currentGoldWalletItemListEntry(out.GoldAfter)}
repos, _ := s.repositoryGroup()
out.CoinAfter = s.loadCurrentAccountCera(ctx, repos, session)
// The purchase ACK is emitted by the shared shop handler; room publication
// follows it using the persisted result, so failed notifications never repay.
return out, nil
}