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

308 lines
10 KiB
Go

package dnfbridge
import (
"fmt"
"time"
"longheng.io/server/internal/modules/dnf/worldmap"
)
const (
currentSuspiciousVillageElevatorSummonID = int64(1112)
currentSuspiciousVillageElevatorControlID = int64(1113)
currentSuspiciousVillageElevatorScrollID = int64(1111)
currentSuspiciousVillageElevatorMonsterID = int64(56716)
currentSuspiciousVillageElevatorMsgID = uint16(254)
currentSuspiciousVillageElevatorPacketSize = 2
currentSuspiciousVillageElevatorTickDelay = 15 * time.Second
currentSuspiciousVillageElevatorLastCounter = byte(4)
)
type currentDungeonElevatorState struct {
Started bool
Completed bool
Counter byte
State byte
Generation uint64
}
type currentDungeonElevatorNotification struct {
Counter byte
State byte
}
func newCurrentDungeonElevatorState() currentDungeonElevatorState {
return currentDungeonElevatorState{Started: true, State: 2, Generation: 1}
}
func (state *currentDungeonElevatorState) tick() (currentDungeonElevatorNotification, bool, bool) {
if state == nil || !state.Started || state.Completed || state.State != 2 || state.Counter >= currentSuspiciousVillageElevatorLastCounter {
return currentDungeonElevatorNotification{}, false, false
}
state.Counter++
notification := currentDungeonElevatorNotification{Counter: state.Counter, State: 0}
return notification, true, state.Counter <= 3
}
func (state *currentDungeonElevatorState) complete() currentDungeonElevatorNotification {
if state == nil {
return currentDungeonElevatorNotification{}
}
if !state.Started {
*state = newCurrentDungeonElevatorState()
}
if state.Counter <= 3 {
state.State = 1
} else {
state.State = 2
}
state.Completed = true
state.Generation++
return currentDungeonElevatorNotification{Counter: state.Counter, State: state.State}
}
func buildCurrentDungeonElevatorNotificationBody(notification currentDungeonElevatorNotification) []byte {
return []byte{notification.Counter, notification.State}
}
func currentSuspiciousVillageElevatorScope(
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
room runtimeDungeonRoomSnapshot,
) bool {
if runtime == nil || room.Coordinate != scene.Coordinate || room.MapID != scene.Map.Map.ID {
return false
}
// The current EXE routes op254 solely through passive object 1113. The
// surrounding PVF objects identify the complete elevator encounter: scroll
// 1111, controller 1113, special object 1112 spawning monster 56716, and
// four event-monster positions. These are content semantics, so do not bind
// them to one dungeon, maze, coordinate, map ID, or map path.
if len(scene.Map.Map.EventMonsterPositions) != 4 ||
!currentDungeonSceneHasPassiveObject(scene, currentSuspiciousVillageElevatorScrollID) ||
!currentDungeonSceneHasPassiveObject(scene, currentSuspiciousVillageElevatorControlID) ||
!currentDungeonSceneHasElevatorSummon(scene) {
return false
}
for _, actor := range room.ExtendedActors {
if actor.Kind == runtimeDungeonActorSpecialMonster && int64(actor.Packet.Code) == currentSuspiciousVillageElevatorMonsterID {
return true
}
}
return false
}
func currentDungeonSceneHasPassiveObject(scene worldmap.DungeonRoomScene, objectID int64) bool {
for _, object := range scene.PassiveObjects {
if object.ObjectID == objectID {
return true
}
}
return false
}
func currentDungeonSceneHasElevatorSummon(scene worldmap.DungeonRoomScene) bool {
for _, object := range scene.SpecialPassiveObjects {
if object.ObjectID != currentSuspiciousVillageElevatorSummonID {
continue
}
for _, spawn := range object.Spawns {
if normalizeDungeonPVFSymbol(spawn.Kind) == "monster" && spawn.Code == currentSuspiciousVillageElevatorMonsterID {
return true
}
}
}
return false
}
func currentSuspiciousVillageElevatorMoveBlocked(
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
room runtimeDungeonRoomSnapshot,
) bool {
return currentSuspiciousVillageElevatorScope(runtime, scene, room) && !runtime.suspiciousVillageElevator.Completed
}
func (s *Service) startCurrentSuspiciousVillageElevator(session *gameSession, source string) error {
if s == nil || session == nil {
return nil
}
session.dungeon.mu.Lock()
defer session.dungeon.mu.Unlock()
runtime := session.dungeon.runtime
if runtime == nil || runtime.Session == nil || runtime.Room == nil {
return nil
}
scene, ok := runtime.Session.Scene()
if !ok || !currentSuspiciousVillageElevatorScope(runtime, scene, runtime.Room.Snapshot()) {
return nil
}
if runtime.suspiciousVillageElevator.Started {
return nil
}
if runtime.lifecycleToken == 0 || s.gameplayTimers == nil {
return fmt.Errorf("start suspicious-village elevator: dungeon timer unavailable")
}
runtime.suspiciousVillageElevator = newCurrentDungeonElevatorState()
generation := runtime.suspiciousVillageElevator.Generation
if err := s.scheduleCurrentSuspiciousVillageElevatorTickLocked(session, runtime, generation); err != nil {
runtime.suspiciousVillageElevator = currentDungeonElevatorState{}
return err
}
s.logGameEvent(session, "game-dungeon-elevator-started",
"source", source,
"dungeon_id", runtime.Dungeon.ID,
"maze_index", runtime.MazeIndex,
"room", scene.Coordinate.String(),
"map_id", scene.Map.Map.ID,
"run_token", runtime.lifecycleToken,
"generation", generation,
"counter", 0,
"state", 2,
"tick_delay_ms", currentSuspiciousVillageElevatorTickDelay.Milliseconds())
return nil
}
// scheduleCurrentSuspiciousVillageElevatorTickLocked runs with
// session.dungeon.mu held. Timer-originated sends follow the same session event
// loop boundary as the dungeon death return: the character identity is frozen
// at schedule time and a stale selection drops the tick before any packet is
// written.
func (s *Service) scheduleCurrentSuspiciousVillageElevatorTickLocked(
session *gameSession,
runtime *runtimeDungeonState,
generation uint64,
) error {
nextCounter := runtime.suspiciousVillageElevator.Counter + 1
timerName := fmt.Sprintf(
"dnf-dungeon-elevator:%s:run:%d:generation:%d:counter:%d",
session.connID,
runtime.lifecycleToken,
generation,
nextCounter,
)
characterID, characterGeneration, err := gameSessionCharacterEventIdentity(session, session.selectedCharacterID)
if err != nil {
return err
}
runToken := runtime.lifecycleToken
return s.gameplayTimers.ScheduleAfter(timerName, currentSuspiciousVillageElevatorTickDelay, func(due time.Time) {
postErr := s.postGameSessionCharacterEvent(
session,
"dungeon-elevator-tick-timequeue",
characterID,
characterGeneration,
func() error {
s.fireCurrentSuspiciousVillageElevatorTick(session, runtime, generation, due)
return nil
},
)
if postErr != nil && !isClosedGameSessionEventError(postErr) {
s.logGameEvent(session, "game-dungeon-elevator-timer-post-failed",
"run_token", runToken,
"generation", generation,
"counter", nextCounter,
"error", postErr)
}
})
}
func (s *Service) fireCurrentSuspiciousVillageElevatorTick(
session *gameSession,
runtime *runtimeDungeonState,
generation uint64,
due time.Time,
) {
if s == nil || session == nil || runtime == nil {
return
}
session.dungeon.mu.Lock()
defer session.dungeon.mu.Unlock()
if session.dungeon.runtime != runtime || runtime.lifecycleToken == 0 ||
runtime.suspiciousVillageElevator.Generation != generation {
return
}
scene, ok := runtime.Session.Scene()
if !ok || !currentSuspiciousVillageElevatorScope(runtime, scene, runtime.Room.Snapshot()) {
return
}
notification, send, scheduleNext := runtime.suspiciousVillageElevator.tick()
if !send {
return
}
if err := s.sendCurrentSuspiciousVillageElevatorNotification(session, runtime, scene, notification, "reference_timer_tick"); err != nil {
s.logGameEvent(session, "game-dungeon-elevator-notification-failed",
"counter", notification.Counter,
"state", notification.State,
"scheduled_due_utc", due.UTC().Format(time.RFC3339Nano),
"error", err)
return
}
if scheduleNext {
if err := s.scheduleCurrentSuspiciousVillageElevatorTickLocked(session, runtime, generation); err != nil {
s.logGameEvent(session, "game-dungeon-elevator-timer-failed",
"counter", notification.Counter,
"state", notification.State,
"error", err)
}
}
}
// completeCurrentSuspiciousVillageElevatorLocked runs with session.dungeon.mu
// held, after the special-monster retirement branch of the op38/op39 death
// handler has already validated the retired actor's object key.
func (s *Service) completeCurrentSuspiciousVillageElevatorLocked(
session *gameSession,
runtime *runtimeDungeonState,
objectKey uint32,
) error {
if s == nil || session == nil || runtime == nil || runtime.Session == nil || runtime.Room == nil {
return nil
}
scene, ok := runtime.Session.Scene()
room := runtime.Room.Snapshot()
if !ok || !currentSuspiciousVillageElevatorScope(runtime, scene, room) {
return nil
}
matchedControlMonster := false
for _, actor := range room.ExtendedActors {
if actor.ObjectKey == objectKey && actor.Kind == runtimeDungeonActorSpecialMonster &&
int64(actor.Packet.Code) == currentSuspiciousVillageElevatorMonsterID {
matchedControlMonster = true
break
}
}
if !matchedControlMonster || runtime.suspiciousVillageElevator.Completed {
return nil
}
notification := runtime.suspiciousVillageElevator.complete()
return s.sendCurrentSuspiciousVillageElevatorNotification(session, runtime, scene, notification, "special_monster_56716_retired_before_op38")
}
func (s *Service) sendCurrentSuspiciousVillageElevatorNotification(
session *gameSession,
runtime *runtimeDungeonState,
scene worldmap.DungeonRoomScene,
notification currentDungeonElevatorNotification,
source string,
) error {
body := buildCurrentDungeonElevatorNotificationBody(notification)
if len(body) != currentSuspiciousVillageElevatorPacketSize {
return fmt.Errorf("current elevator notification body length %d, want %d", len(body), currentSuspiciousVillageElevatorPacketSize)
}
s.logGameEvent(session, "game-dungeon-elevator-notification-send",
"source", source,
"dungeon_id", runtime.Dungeon.ID,
"maze_index", runtime.MazeIndex,
"room", scene.Coordinate.String(),
"map_id", scene.Map.Map.ID,
"msg_id", currentSuspiciousVillageElevatorMsgID,
"classification", 0,
"body_len", len(body),
"counter", notification.Counter,
"state", notification.State,
"body_source", "current_exe_HandleElevatorClearTimeCheck_Op254_u8_counter_u8_state")
return s.sendGameUpperRawClass(session, currentSuspiciousVillageElevatorMsgID, body, 0)
}