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
78 lines
2.9 KiB
Go
78 lines
2.9 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"fmt"
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"sort"
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"strconv"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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)
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// sendSelectedEquippedEquipmentEffectRuneRefresh sends the complete current
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// list-3 row for equipped weapons with a persisted effect rune. Mode-1 creates
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// the ordinary equipment object, while this accepted op14 path hydrates the
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// object's rune state after that creation.
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func (s *Service) sendSelectedEquippedEquipmentEffectRuneRefresh(session *gameSession, source string) error {
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if session == nil || session.selectedCharacterID == 0 {
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return fmt.Errorf("equipped equipment-effect refresh requires an active character")
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Equipment == nil {
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return fmt.Errorf("equipped equipment-effect refresh repository is unavailable")
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}
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ctx, cancel := context.WithTimeout(context.Background(), currentRepositorySnapshotTimeout)
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defer cancel()
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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record, found, err := repositories.Equipment.Load(ctx, characterID)
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if err != nil {
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return fmt.Errorf("load equipped equipment-effect refresh: %w", err)
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}
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if !found {
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return nil
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}
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entries := make([]currentItemListEntry, 0, len(record.Entries))
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for _, equipped := range record.Entries {
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runeID := sceneInventoryExtraUint16(equipped.Extra, "equipment_effect_id")
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if runeID == 0 {
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continue
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}
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entry, ok := currentItemListEntryFromEquipment(equipped)
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if !ok {
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continue
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}
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if got := binary.LittleEndian.Uint16(entry.data[currentEquipmentEffectRuneWireOffset : currentEquipmentEffectRuneWireOffset+2]); got != runeID {
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return fmt.Errorf("equipped equipment-effect refresh rune projection mismatch slot=%d got=%d want=%d", equipped.SlotIndex, got, runeID)
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}
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entries = append(entries, entry)
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}
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if len(entries) == 0 {
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s.logPacketEvent("game-upper-current-equipped-equipment-effect-rune-refresh-skipped",
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"conn_id", session.connID,
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"channel_id", session.channel.ID,
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"source", source,
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"char_id", session.selectedCharacterID,
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"reason", "no_equipped_effect_runes")
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return nil
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}
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sort.Slice(entries, func(i, j int) bool {
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return binary.LittleEndian.Uint16(entries[i].data[0:2]) < binary.LittleEndian.Uint16(entries[j].data[0:2])
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})
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body := buildCurrentItemUpdateBody(currentSocketListEquipment, entries)
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s.logPacketEvent("game-upper-current-equipped-equipment-effect-rune-refresh-send",
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"conn_id", session.connID,
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"channel_id", session.channel.ID,
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"source", source,
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"char_id", session.selectedCharacterID,
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"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
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"classification", 0,
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"list_type", currentSocketListEquipment,
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"entry_count", len(entries),
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"body_len", len(body),
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"sequence", "mode1_created_equipment_then_effect_rune_only_op14_hydration")
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return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
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}
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