Files
90CNServer/server/internal/platform/sessioncontract/player_lifecycle.go
T
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

192 lines
6.2 KiB
Go

package sessioncontract
import (
"fmt"
"strings"
)
type PlayerLifecycleState string
const (
PlayerStateInvalid PlayerLifecycleState = "invalid"
PlayerStateLoading PlayerLifecycleState = "loading"
PlayerStateOnline PlayerLifecycleState = "online"
PlayerStateValid PlayerLifecycleState = "valid"
PlayerStateReconnecting PlayerLifecycleState = "reconnecting"
PlayerStateClosing PlayerLifecycleState = "closing"
PlayerStateKicked PlayerLifecycleState = "kicked"
)
type PlayerLifecycleEvent string
const (
PlayerEventLoginStart PlayerLifecycleEvent = "login_start"
PlayerEventLoginBound PlayerLifecycleEvent = "login_bound"
PlayerEventActivate PlayerLifecycleEvent = "activate"
PlayerEventDisconnect PlayerLifecycleEvent = "disconnect"
PlayerEventKick PlayerLifecycleEvent = "kick"
PlayerEventCloseStart PlayerLifecycleEvent = "close_start"
PlayerEventFlushDone PlayerLifecycleEvent = "flush_done"
PlayerEventReclaim PlayerLifecycleEvent = "reclaim"
EventRestoreFail PlayerLifecycleEvent = "restore_after_failure"
)
type PlayerLifecycleTransition struct {
Event PlayerLifecycleEvent `json:"event"`
From []PlayerLifecycleState `json:"from"`
To PlayerLifecycleState `json:"to"`
FlushBefore []string `json:"flush_before,omitempty"`
Notes string `json:"notes,omitempty"`
}
var defaultTransitions = []PlayerLifecycleTransition{
{
Event: PlayerEventLoginStart,
From: []PlayerLifecycleState{
PlayerStateInvalid,
PlayerStateLoading,
PlayerStateOnline,
PlayerStateValid,
PlayerStateReconnecting,
PlayerStateClosing,
PlayerStateKicked,
},
To: PlayerStateLoading,
Notes: "登录或重连开始后先进入 loading,业务 handler 不应在此阶段执行。",
},
{
Event: PlayerEventLoginBound,
From: []PlayerLifecycleState{PlayerStateLoading},
To: PlayerStateOnline,
Notes: "前端 session 绑定完成且 Profile 已加载后进入 online。",
},
{
Event: PlayerEventActivate,
From: []PlayerLifecycleState{PlayerStateLoading, PlayerStateOnline, PlayerStateValid},
To: PlayerStateValid,
Notes: "首个玩家作用域 handler 成功后进入 valid,表示可承载状态变更。",
},
{
Event: PlayerEventDisconnect,
From: []PlayerLifecycleState{PlayerStateLoading, PlayerStateOnline, PlayerStateValid, PlayerStateReconnecting},
To: PlayerStateReconnecting,
Notes: "断线后先保留 Profile 和 actor,等待同账号重连或 idle 回收。",
},
{
Event: PlayerEventKick,
From: []PlayerLifecycleState{
PlayerStateLoading,
PlayerStateOnline,
PlayerStateValid,
PlayerStateReconnecting,
},
To: PlayerStateKicked,
FlushBefore: []string{"reject_new_packets", "flush_profile", "publish_kick"},
Notes: "踢人先阻断新请求,再落盘并发出踢人结果。",
},
{
Event: PlayerEventCloseStart,
From: []PlayerLifecycleState{
PlayerStateLoading,
PlayerStateOnline,
PlayerStateValid,
PlayerStateReconnecting,
PlayerStateKicked,
},
To: PlayerStateClosing,
FlushBefore: []string{"reject_new_packets", "drain_actor_mailbox", "flush_profile", "close_runtime"},
Notes: "服务停机或主动关闭时先进入 closing,等待 actor drain 和 Profile flush。",
},
{
Event: PlayerEventFlushDone,
From: []PlayerLifecycleState{PlayerStateClosing, PlayerStateKicked},
To: PlayerStateInvalid,
FlushBefore: []string{"remove_runtime"},
Notes: "Profile 已持久化并卸载后,runtime 才能进入 invalid。",
},
{
Event: PlayerEventReclaim,
From: []PlayerLifecycleState{PlayerStateReconnecting},
To: PlayerStateClosing,
FlushBefore: []string{"reject_new_packets", "flush_profile", "unload_profile", "remove_runtime"},
Notes: "断线保留超过 TTL 后触发 idle 回收。",
},
{
Event: EventRestoreFail,
From: []PlayerLifecycleState{PlayerStateClosing, PlayerStateInvalid},
To: PlayerStateReconnecting,
Notes: "回收 flush 失败时恢复为 reconnecting,继续等待下一轮回收或重连。",
},
}
func DefaultPlayerLifecycleTransitions() []PlayerLifecycleTransition {
return cloneTransitions(defaultTransitions)
}
func cloneTransitions(in []PlayerLifecycleTransition) []PlayerLifecycleTransition {
out := make([]PlayerLifecycleTransition, len(in))
for i := range in {
out[i] = in[i]
out[i].From = append([]PlayerLifecycleState(nil), in[i].From...)
out[i].FlushBefore = append([]string(nil), in[i].FlushBefore...)
}
return out
}
func NextPlayerLifecycleState(current PlayerLifecycleState, event PlayerLifecycleEvent) (PlayerLifecycleState, error) {
current = normLifeState(current)
event = PlayerLifecycleEvent(strings.TrimSpace(string(event)))
for _, transition := range DefaultPlayerLifecycleTransitions() {
if transition.Event != event {
continue
}
for _, from := range transition.From {
if normLifeState(from) == current {
return transition.To, nil
}
}
return "", fmt.Errorf("player lifecycle event %q cannot move from %q", event, current)
}
return "", fmt.Errorf("unknown player lifecycle event %q", event)
}
func ValidatePlayerLifecycleTransition(current PlayerLifecycleState, event PlayerLifecycleEvent) error {
_, err := NextPlayerLifecycleState(current, event)
return err
}
func PlayerLifecycleFlushOrder(event PlayerLifecycleEvent) []string {
event = PlayerLifecycleEvent(strings.TrimSpace(string(event)))
for _, transition := range DefaultPlayerLifecycleTransitions() {
if transition.Event != event {
continue
}
return append([]string(nil), transition.FlushBefore...)
}
return nil
}
func normLifeState(state PlayerLifecycleState) PlayerLifecycleState {
trimmed := PlayerLifecycleState(strings.TrimSpace(string(state)))
switch trimmed {
case "":
return PlayerStateInvalid
case PlayerStateLoading:
return PlayerStateLoading
case PlayerStateOnline:
return PlayerStateOnline
case PlayerStateValid:
return PlayerStateValid
case PlayerStateReconnecting:
return PlayerStateReconnecting
case PlayerStateClosing:
return PlayerStateClosing
case PlayerStateKicked:
return PlayerStateKicked
case PlayerStateInvalid:
return PlayerStateInvalid
default:
return trimmed
}
}