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

482 lines
13 KiB
Go

package logic
import (
"context"
"log/slog"
"sort"
"strings"
"sync"
"time"
"longheng.io/server/internal/platform/sessioncontract"
"longheng.io/server/internal/reference/player"
"longheng.io/server/pkg/contracts"
)
const (
accountStateLoading = string(sessioncontract.PlayerStateLoading)
accountStateOnline = string(sessioncontract.PlayerStateOnline)
accountStateValid = string(sessioncontract.PlayerStateValid)
accountStateReconn = string(sessioncontract.PlayerStateReconnecting)
accountStateClosing = string(sessioncontract.PlayerStateClosing)
accountStateKicked = string(sessioncontract.PlayerStateKicked)
accountStateInvalid = string(sessioncontract.PlayerStateInvalid)
accountStateOffline = "offline"
acctProfileActive = "active"
)
// AccountManagerOptions 是账号管理器的空闲回收和停机回收配置。
type AccountManagerOptions struct {
IdleTTL time.Duration
SweepInterval time.Duration
ReclaimTimeout time.Duration
}
// AccountSnapshot 是账号运行时生命周期状态快照。
type AccountSnapshot struct {
AccountID string `json:"account_id"`
SessionID string `json:"session_id,omitempty"`
State string `json:"state"`
Generation int64 `json:"generation"`
ConnectedAt time.Time `json:"connected_at,omitempty"`
DisconnectedAt time.Time `json:"disconnected_at,omitempty"`
LastActiveAt time.Time `json:"last_active_at"`
}
type playerRuntime struct {
accountID string
sessionID string
state string
generation int64
connectedAt time.Time
disconnectedAt time.Time
lastActiveAt time.Time
}
// AccountManager 管理账号在线、断线、重连和玩家资料回收。
type AccountManager struct {
players *player.Module
logger *slog.Logger
idleTTL time.Duration
sweepInterval time.Duration
reclaimTimeout time.Duration
mu sync.RWMutex
accounts map[string]*playerRuntime
started bool
stopping bool
cancel context.CancelFunc
done chan struct{}
}
func newAccountManager(players *player.Module, logger *slog.Logger, options AccountManagerOptions) *AccountManager {
if options.IdleTTL <= 0 {
options.IdleTTL = 10 * time.Minute
}
if options.SweepInterval <= 0 {
options.SweepInterval = options.IdleTTL / 2
if options.SweepInterval <= 0 {
options.SweepInterval = time.Minute
}
}
if options.ReclaimTimeout <= 0 {
options.ReclaimTimeout = 5 * time.Second
}
return &AccountManager{
players: players,
logger: logger,
idleTTL: options.IdleTTL,
sweepInterval: options.SweepInterval,
reclaimTimeout: options.ReclaimTimeout,
accounts: make(map[string]*playerRuntime),
}
}
// Start 启动账号空闲回收循环。
func (m *AccountManager) Start(ctx context.Context) error {
if ctx == nil {
ctx = context.Background()
}
if err := ctx.Err(); err != nil {
return err
}
m.mu.Lock()
if m.started || m.stopping {
m.mu.Unlock()
return nil
}
runCtx, cancel := context.WithCancel(context.Background())
m.cancel = cancel
m.done = make(chan struct{})
m.started = true
done := m.done
m.mu.Unlock()
go m.sweep(runCtx, done)
return nil
}
// Stop 停止账号管理器并保存卸载已加载账号。
func (m *AccountManager) Stop(ctx context.Context) error {
if ctx == nil {
ctx = context.Background()
}
m.mu.Lock()
if !m.started && !m.stopping {
m.mu.Unlock()
return nil
}
cancel := m.cancel
done := m.done
shouldSignal := m.started
if shouldSignal {
m.cancel = nil
m.started = false
m.stopping = true
}
accountIDs := make([]string, 0, len(m.accounts))
for accountID, runtime := range m.accounts {
if shouldSignal {
runtime.state = accountStateClosing
runtime.generation++
}
accountIDs = append(accountIDs, accountID)
}
m.mu.Unlock()
if shouldSignal && cancel != nil {
cancel()
}
if done != nil {
select {
case <-done:
case <-ctx.Done():
return ctx.Err()
}
}
var firstErr error
for _, accountID := range accountIDs {
if _, _, err := m.players.SaveAndUnload(ctx, accountID, "account_manager_stop"); err != nil && firstErr == nil {
firstErr = err
}
}
m.mu.Lock()
m.accounts = make(map[string]*playerRuntime)
m.cancel = nil
m.done = nil
m.stopping = false
m.mu.Unlock()
return firstErr
}
// Connect 处理 gateway 会话接入并加载或创建玩家资料。
func (m *AccountManager) Connect(ctx context.Context, evt contracts.SessionConnected) (player.Profile, error) {
if ctx == nil {
ctx = context.Background()
}
evt.AccountID = strings.TrimSpace(evt.AccountID)
evt.SessionID = strings.TrimSpace(evt.SessionID)
now := evt.ConnectedAt
if now.IsZero() {
now = time.Now().UTC()
}
loadingGeneration, err := m.beginLogin(evt.AccountID, evt.SessionID, now)
if err != nil {
return player.Profile{}, err
}
if _, err := m.players.LoadOrCreate(ctx, evt.AccountID); err != nil {
m.clearRuntimeGen(evt.AccountID, evt.SessionID, loadingGeneration)
return player.Profile{}, err
}
profile := m.players.Upsert(evt.AccountID, accountStateOnline)
m.finishLogin(evt.AccountID, evt.SessionID, loadingGeneration, now)
if m.logger != nil {
m.logger.Info("account connected", "account_id", evt.AccountID, "session_id", evt.SessionID)
}
return profile, nil
}
func (m *AccountManager) beginLogin(accountID, sessionID string, now time.Time) (int64, error) {
m.mu.Lock()
defer m.mu.Unlock()
runtime := m.accounts[accountID]
if runtime == nil {
runtime = &playerRuntime{accountID: accountID}
m.accounts[accountID] = runtime
}
next, err := sessioncontract.NextPlayerLifecycleState(sessioncontract.PlayerLifecycleState(runtime.state), sessioncontract.PlayerEventLoginStart)
if err != nil {
return 0, err
}
runtime.sessionID = sessionID
runtime.state = string(next)
runtime.connectedAt = now
runtime.disconnectedAt = time.Time{}
runtime.lastActiveAt = now
runtime.generation++
return runtime.generation, nil
}
func (m *AccountManager) finishLogin(accountID, sessionID string, generation int64, now time.Time) {
m.mu.Lock()
defer m.mu.Unlock()
runtime := m.accounts[accountID]
if runtime == nil || runtime.generation != generation {
return
}
if runtime.sessionID != "" && sessionID != "" && runtime.sessionID != sessionID {
return
}
next, err := sessioncontract.NextPlayerLifecycleState(sessioncontract.PlayerLifecycleState(runtime.state), sessioncontract.PlayerEventLoginBound)
if err != nil {
return
}
runtime.state = string(next)
runtime.connectedAt = now
runtime.disconnectedAt = time.Time{}
runtime.lastActiveAt = now
runtime.generation++
}
func (m *AccountManager) clearRuntimeGen(accountID, sessionID string, generation int64) {
m.mu.Lock()
defer m.mu.Unlock()
runtime := m.accounts[accountID]
if runtime == nil || runtime.generation != generation {
return
}
if runtime.sessionID != "" && sessionID != "" && runtime.sessionID != sessionID {
return
}
delete(m.accounts, accountID)
}
// Disconnect 处理 gateway 会话断开并标记账号离线。
func (m *AccountManager) Disconnect(ctx context.Context, evt contracts.SessionDisconnected) (player.Profile, bool, error) {
if ctx == nil {
ctx = context.Background()
}
evt.AccountID = strings.TrimSpace(evt.AccountID)
evt.SessionID = strings.TrimSpace(evt.SessionID)
now := evt.DisconnectedAt
if now.IsZero() {
now = time.Now().UTC()
}
m.mu.Lock()
runtime := m.accounts[evt.AccountID]
if runtime == nil {
m.mu.Unlock()
return player.Profile{}, false, nil
}
if runtime.sessionID != "" && evt.SessionID != "" && runtime.sessionID != evt.SessionID {
m.mu.Unlock()
return player.Profile{}, false, nil
}
next, err := sessioncontract.NextPlayerLifecycleState(sessioncontract.PlayerLifecycleState(runtime.state), sessioncontract.PlayerEventDisconnect)
if err != nil {
m.mu.Unlock()
return player.Profile{}, false, err
}
runtime.state = string(next)
runtime.disconnectedAt = now
runtime.lastActiveAt = now
runtime.generation++
m.mu.Unlock()
profile := m.players.Upsert(evt.AccountID, accountStateOffline)
if m.logger != nil {
m.logger.Info("account disconnected", "account_id", evt.AccountID, "session_id", evt.SessionID, "reason", evt.Reason)
}
return profile, true, ctx.Err()
}
// Activate 标记账号已完成逻辑侧激活。
func (m *AccountManager) Activate(ctx context.Context, accountID, sessionID string) (player.Profile, error) {
if ctx == nil {
ctx = context.Background()
}
accountID = strings.TrimSpace(accountID)
sessionID = strings.TrimSpace(sessionID)
now := time.Now().UTC()
if profile, ok := m.players.Get(accountID); ok && m.touchActiveRuntime(accountID, sessionID, now) {
return profile, nil
}
if _, err := m.players.LoadOrCreate(ctx, accountID); err != nil {
return player.Profile{}, err
}
profile := m.players.Upsert(accountID, acctProfileActive)
if err := m.activateRuntime(accountID, sessionID, now); err != nil {
return player.Profile{}, err
}
return profile, nil
}
func (m *AccountManager) touchActiveRuntime(accountID, sessionID string, now time.Time) bool {
m.mu.Lock()
defer m.mu.Unlock()
runtime := m.accounts[accountID]
if runtime == nil || runtime.state != accountStateValid {
return false
}
if runtime.sessionID != "" && sessionID != "" && runtime.sessionID != sessionID {
return false
}
if sessionID != "" {
runtime.sessionID = sessionID
}
runtime.lastActiveAt = now
return true
}
func (m *AccountManager) activateRuntime(accountID, sessionID string, now time.Time) error {
m.mu.Lock()
defer m.mu.Unlock()
runtime := m.accounts[accountID]
if runtime == nil {
runtime = &playerRuntime{accountID: accountID}
m.accounts[accountID] = runtime
}
if sessionID != "" {
runtime.sessionID = sessionID
}
if runtime.state == "" || runtime.state == accountStateInvalid || runtime.state == accountStateClosing {
runtime.state = accountStateOnline
}
next, err := sessioncontract.NextPlayerLifecycleState(sessioncontract.PlayerLifecycleState(runtime.state), sessioncontract.PlayerEventActivate)
if err != nil {
return err
}
runtime.state = string(next)
runtime.lastActiveAt = now
runtime.generation++
return nil
}
// Snapshot 返回所有账号运行时状态快照。
func (m *AccountManager) Snapshot() []AccountSnapshot {
m.mu.RLock()
out := make([]AccountSnapshot, 0, len(m.accounts))
for _, runtime := range m.accounts {
out = append(out, runtime.snapshot())
}
m.mu.RUnlock()
sort.Slice(out, func(i, j int) bool {
return out[i].AccountID < out[j].AccountID
})
return out
}
func (m *AccountManager) sweep(ctx context.Context, done chan<- struct{}) {
defer close(done)
ticker := time.NewTicker(m.sweepInterval)
defer ticker.Stop()
for {
select {
case <-ticker.C:
m.reclaimIdle(ctx, time.Now().UTC())
case <-ctx.Done():
return
}
}
}
func (m *AccountManager) reclaimIdle(ctx context.Context, now time.Time) {
if m.idleTTL <= 0 {
return
}
type candidate struct {
accountID string
generation int64
}
candidates := make([]candidate, 0)
m.mu.Lock()
for accountID, runtime := range m.accounts {
if !isReclaimableAcct(runtime.state) || runtime.lastActiveAt.IsZero() {
continue
}
if now.Sub(runtime.lastActiveAt) < m.idleTTL {
continue
}
if runtime.state == accountStateOffline {
runtime.state = accountStateReconn
}
next, err := sessioncontract.NextPlayerLifecycleState(sessioncontract.PlayerLifecycleState(runtime.state), sessioncontract.PlayerEventReclaim)
if err != nil {
continue
}
runtime.state = string(next)
runtime.generation++
candidates = append(candidates, candidate{accountID: accountID, generation: runtime.generation})
}
m.mu.Unlock()
for _, c := range candidates {
saveCtx, cancel := context.WithTimeout(ctx, m.reclaimTimeout)
profile, saved, err := m.players.SaveAndUnload(saveCtx, c.accountID, "idle_timeout")
cancel()
if err != nil {
m.restoreReclaimFail(c.accountID, c.generation)
if m.logger != nil {
m.logger.Error("account idle save failed", "account_id", c.accountID, "error", err)
}
continue
}
m.mu.Lock()
runtime := m.accounts[c.accountID]
if runtime != nil && runtime.state == accountStateClosing && runtime.generation == c.generation {
delete(m.accounts, c.accountID)
}
m.mu.Unlock()
if saved && m.logger != nil {
m.logger.Info("account reclaimed after idle", "account_id", profile.AccountID)
}
}
}
func (m *AccountManager) restoreReclaimFail(accountID string, generation int64) {
accountID = strings.TrimSpace(accountID)
m.mu.Lock()
defer m.mu.Unlock()
runtime := m.accounts[accountID]
if runtime == nil || runtime.generation != generation || runtime.state != accountStateClosing {
return
}
next, err := sessioncontract.NextPlayerLifecycleState(sessioncontract.PlayerLifecycleState(runtime.state), sessioncontract.EventRestoreFail)
if err != nil {
return
}
runtime.state = string(next)
runtime.generation++
runtime.lastActiveAt = time.Now().UTC()
}
func isReclaimableAcct(state string) bool {
switch state {
case accountStateReconn:
return true
case accountStateOffline:
return true
default:
return false
}
}
func (r *playerRuntime) snapshot() AccountSnapshot {
return AccountSnapshot{
AccountID: r.accountID,
SessionID: r.sessionID,
State: r.state,
Generation: r.generation,
ConnectedAt: r.connectedAt,
DisconnectedAt: r.disconnectedAt,
LastActiveAt: r.lastActiveAt,
}
}