Files
90CNServer/server/internal/services/dnfbridge/custom_ability_group_converter.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

89 lines
2.4 KiB
Go

package dnfbridge
import (
"sync"
"time"
"longheng.io/server/internal/modules/dnf/alignedcmd"
)
const currentCustomAbilityGroupConverterWindow = 90 * time.Second
type currentCustomAbilityGroupConverterPending struct {
projection alignedcmd.CustomAbilityGroupConverterProjection
expiresAt time.Time
}
// currentCustomAbilityGroupConverterSessionState disambiguates the shared
// op1340 wire: an ordinary NPC modification spends PVF modify materials,
// whereas op44 [custom ability set group] opens the same window and makes the
// next op1340 spend exactly that device. The state is runtime-only and always
// bound to one selected character.
type currentCustomAbilityGroupConverterSessionState struct {
mu sync.Mutex
pending *currentCustomAbilityGroupConverterPending
inFlight bool
}
func (state *currentCustomAbilityGroupConverterSessionState) arm(
projection alignedcmd.CustomAbilityGroupConverterProjection,
now time.Time,
) {
if state == nil {
return
}
state.mu.Lock()
defer state.mu.Unlock()
state.pending = &currentCustomAbilityGroupConverterPending{
projection: projection,
expiresAt: now.Add(currentCustomAbilityGroupConverterWindow),
}
state.inFlight = false
}
func (state *currentCustomAbilityGroupConverterSessionState) begin(
characterID uint16,
now time.Time,
) (alignedcmd.CustomAbilityGroupConverterProjection, bool, bool) {
if state == nil || characterID == 0 {
return alignedcmd.CustomAbilityGroupConverterProjection{}, false, false
}
state.mu.Lock()
defer state.mu.Unlock()
if state.pending == nil {
return alignedcmd.CustomAbilityGroupConverterProjection{}, false, false
}
if !now.Before(state.pending.expiresAt) || state.pending.projection.CharacterID != characterID {
state.pending = nil
state.inFlight = false
return alignedcmd.CustomAbilityGroupConverterProjection{}, false, false
}
if state.inFlight {
return alignedcmd.CustomAbilityGroupConverterProjection{}, true, true
}
state.inFlight = true
return state.pending.projection, true, false
}
func (state *currentCustomAbilityGroupConverterSessionState) finish(committed bool) {
if state == nil {
return
}
state.mu.Lock()
defer state.mu.Unlock()
if committed {
state.pending = nil
}
state.inFlight = false
}
func (state *currentCustomAbilityGroupConverterSessionState) reset() {
if state == nil {
return
}
state.mu.Lock()
state.pending = nil
state.inFlight = false
state.mu.Unlock()
}