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
173 lines
6.6 KiB
Go
173 lines
6.6 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"math"
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"longheng.io/server/internal/modules/dnf/adventuregroup"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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const currentAdventureRepresentativeSetRequestLength = 7
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type currentAdventureRepresentativeSetRequest struct {
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GroupID byte
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CharacterID uint32
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Slot adventuregroup.RepresentativeSlot
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}
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func decodeCurrentAdventureRepresentativeSlot(body []byte) (adventuregroup.RepresentativeSlot, bool) {
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if len(body) != 2 || body[1]¤tAdventureRepresentTypeMask != currentAdventureRepresentType {
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return adventuregroup.RepresentativeSlot{}, false
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}
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slot := adventuregroup.RepresentativeSlot{
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Job: body[0],
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BaseGrow: body[1] & currentAdventureRepresentGrowMask,
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}
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return slot, adventuregroup.ValidRepresentativeSlot(slot)
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}
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func decodeCurrentAdventureRepresentativeSet(body []byte) (currentAdventureRepresentativeSetRequest, bool) {
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if len(body) != currentAdventureRepresentativeSetRequestLength {
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return currentAdventureRepresentativeSetRequest{}, false
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}
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slot, valid := decodeCurrentAdventureRepresentativeSlot(body[5:7])
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if !valid {
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return currentAdventureRepresentativeSetRequest{}, false
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}
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return currentAdventureRepresentativeSetRequest{
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GroupID: body[0],
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CharacterID: binary.LittleEndian.Uint32(body[1:5]),
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Slot: slot,
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}, true
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}
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func (s *Service) handleCurrentAdventureRepresentativeSet(session *gameSession, body []byte) error {
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opcode := uint16(dnfenum.CmdPacketSetRepresentCharacJob)
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request, valid := decodeCurrentAdventureRepresentativeSet(body)
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if !valid || request.CharacterID == 0 {
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return s.sendGameUpperFailure(session, opcode, 3)
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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s.adventureRepresentativeMu.Lock()
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defer s.adventureRepresentativeMu.Unlock()
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state, err := s.currentAdventureSelectedState(ctx, session)
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if err != nil || state.Repositories.Settings == nil {
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s.logGameEvent(session, "game-adventure-representative-set-rejected",
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"candidate_id", request.CharacterID, "job", request.Slot.Job,
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"base_grow", request.Slot.BaseGrow, "error", err,
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"reason", "state_unavailable")
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return s.sendGameUpperFailure(session, opcode, 3)
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}
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selected, found := currentAdventureRepresentativeCharacter(state.Characters, request.CharacterID)
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if !found || currentAdventureCharacterServerGroup(selected) != request.GroupID ||
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!adventuregroup.RepresentativeCharacterEligible(selected, request.Slot, currentAdventureCharacterLevelCap) {
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s.logGameEvent(session, "game-adventure-representative-set-rejected",
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"candidate_id", request.CharacterID, "candidate_group", request.GroupID,
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"job", request.Slot.Job, "base_grow", request.Slot.BaseGrow,
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"reason", "candidate_not_owned_or_ineligible")
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return s.sendGameUpperFailure(session, opcode, 3)
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}
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classification, found := state.Config.ProfessionClassification(int(request.Slot.Job), int(request.Slot.BaseGrow))
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if !found {
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s.logGameEvent(session, "game-adventure-representative-set-rejected",
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"candidate_id", request.CharacterID, "job", request.Slot.Job,
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"base_grow", request.Slot.BaseGrow,
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"reason", "pvf_profession_classification_missing")
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return s.sendGameUpperFailure(session, opcode, 3)
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}
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count := currentAdventureProfessionCharacterCount(state.Characters, state.Config, classification)
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owner, err := adventuregroup.NewRepresentativeOwner(state.Repositories)
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if err == nil {
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err = owner.Select(ctx, state.AccountID, request.Slot, selected.CharacterID, s.gameplayNow())
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}
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if err != nil {
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s.logGameEvent(session, "game-adventure-representative-set-rejected",
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"candidate_id", request.CharacterID, "job", request.Slot.Job,
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"base_grow", request.Slot.BaseGrow, "error", err,
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"reason", "persistence_failed")
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return s.sendGameUpperFailure(session, opcode, 3)
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}
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s.logGameEvent(session, "game-adventure-representative-set",
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"candidate_id", request.CharacterID, "candidate_group", request.GroupID,
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"job", request.Slot.Job, "base_grow", request.Slot.BaseGrow,
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"profession_classification", classification, "profession_count", count)
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return s.sendGameUpperSuccess(session, opcode, buildCurrentAdventureRepresentativeSetSuccessBody(classification, count))
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}
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func buildCurrentAdventureRepresentativeSetSuccessBody(classification byte, count uint16) []byte {
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var response packetWriter
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response.writeUint32(3)
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response.writeByte(classification)
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response.writeUint16(count)
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return response.bytes()
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}
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func (s *Service) handleCurrentAdventureRepresentativeRemove(session *gameSession, body []byte) error {
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opcode := uint16(dnfenum.CmdPacketRemoveRepresentCharacJob)
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slot, valid := decodeCurrentAdventureRepresentativeSlot(body)
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if !valid {
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return s.sendGameUpperFailure(session, opcode, 3)
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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s.adventureRepresentativeMu.Lock()
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defer s.adventureRepresentativeMu.Unlock()
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state, err := s.currentAdventureSelectedState(ctx, session)
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if err == nil && state.Repositories.Settings != nil {
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var owner *adventuregroup.RepresentativeOwner
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owner, err = adventuregroup.NewRepresentativeOwner(state.Repositories)
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if err == nil {
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err = owner.Remove(ctx, state.AccountID, slot, s.gameplayNow())
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}
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}
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if err != nil || state.Repositories.Settings == nil {
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s.logGameEvent(session, "game-adventure-representative-remove-rejected",
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"job", slot.Job, "base_grow", slot.BaseGrow, "error", err,
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"reason", "persistence_failed")
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return s.sendGameUpperFailure(session, opcode, 3)
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}
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s.logGameEvent(session, "game-adventure-representative-removed",
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"job", slot.Job, "base_grow", slot.BaseGrow)
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return s.sendGameUpperSuccess(session, opcode, nil)
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}
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func currentAdventureRepresentativeCharacter(
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characters []dnfrepo.CharacterRecord,
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characterID uint32,
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) (dnfrepo.CharacterRecord, bool) {
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for _, character := range characters {
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value := numericCharacterID(character)
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if value > 0 && uint64(value) <= math.MaxUint32 && uint32(value) == characterID {
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return character, true
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}
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}
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return dnfrepo.CharacterRecord{}, false
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}
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func currentAdventureProfessionCharacterCount(
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characters []dnfrepo.CharacterRecord,
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config adventuregroup.RuntimeConfig,
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classification byte,
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) uint16 {
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count := 0
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for _, character := range characters {
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job := numericCharacterStat(character.Job)
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packed := byte(numericCharacterStatValue(character, "grow_type"))
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candidate, found := config.ProfessionClassification(job, int(packed&0x0f))
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if found && candidate == classification {
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count++
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}
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}
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if count > math.MaxUint16 {
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return math.MaxUint16
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}
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return uint16(count)
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}
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