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
111 lines
3.8 KiB
Go
111 lines
3.8 KiB
Go
package dnfbridge
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import (
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"context"
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"fmt"
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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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// currentSendExpertJobActorRefresh republishes the current actor's mode-0 record
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// so the client picks up a sub-profession change immediately.
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//
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// Why this is required, and why it must happen BEFORE op205:
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//
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// The mode-0 record is the only packet that carries the sub-profession: current
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// EXE sub_2009160 -> sub_2003F20 reads one u8 (type) plus one u32 (experience)
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// and stores the type at the actor profile record's +0x368. op205 itself never
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// writes that field - its handler only keeps byte0 in the native manager and uses
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// the type as a switch discriminant.
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//
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// The op205 continuation for professions 2 and 4 (sub_322E590) starts with
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//
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// iVar = FUN_03a4c1a0();
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// if (*(int *)(iVar + 0x368) == 0) goto skip; // nothing is built while it is zero
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//
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// so an acquisition announced mid-session lands on a record that still says "no
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// profession" and the client builds neither the profession UI nor its acquisition
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// feedback - the state only appeared after a relogin, when mode 0 ran before op205.
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// Refreshing the record first makes the announcement work the way the login path
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// already does.
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//
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// A give-up needs the same refresh with type 0: it clears +0x368, which is also
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// what lets a later re-acquisition be a real 0 -> N transition again.
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func (s *Service) currentSendExpertJobActorRefresh(ctx context.Context, session *gameSession, character dnfrepo.CharacterRecord) error {
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if s == nil || session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if ctx == nil {
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ctx = context.Background()
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}
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if character.CharacterID == "" {
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// Reload the durable record so the refresh always projects the committed
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// state (a give-up calls this with an empty record on purpose).
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loadedID, _, loaded, hasCharacter := s.selectedCharacterForEnter(ctx, session)
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if loadedID != session.selectedCharacterID || !hasCharacter {
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return nil
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}
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character = loaded
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}
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charName := character.Name
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body, err := s.buildCurrentSceneObjectListBodyForSessionInContextStrict(
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ctx,
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session,
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session.selectedCharacterID,
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charName,
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character,
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true,
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currentTownActorOwnerContext(session),
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)
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if err != nil {
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return fmt.Errorf("build expert-job actor refresh: %w", err)
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}
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if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketSetUDPIPPort), body, 0); err != nil {
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return err
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}
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// Same-area peers hold this character's actor too, so their copies of the
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// record need the same profession state; otherwise the profession row stays
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// stale for everyone else until they re-enter the area.
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peerCount := 0
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if s.onlinePlayers != nil {
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charID := session.selectedCharacterID
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for _, peer := range s.onlinePlayers.PeersInSameArea(charID) {
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if peer.Session == nil || peer.Session.conn == nil {
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continue
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}
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peerOwner := currentTownRemoteActorOwnerContext(peer.Session, charID)
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if peerOwner == currentSceneObjectContext {
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continue
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}
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peerBody, peerErr := s.buildCurrentSceneObjectListBodyForSessionInContextStrict(
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ctx,
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session,
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charID,
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charName,
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character,
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true,
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peerOwner,
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)
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if peerErr == nil {
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peerErr = s.sendGameUpperRawClass(peer.Session, uint16(dnfenum.CmdPacketSetUDPIPPort), peerBody, 0)
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}
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if peerErr != nil {
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continue
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}
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peerCount++
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}
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}
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s.logGameEvent(session, "game-expert-job-actor-record-refresh-sent",
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"char_id", session.selectedCharacterID,
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"expert_job_type", currentSceneExpertJobType(character, true),
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"expert_job_exp", currentSceneExpertJobExperience(character, true),
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"peer_count", peerCount,
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"body_len", len(body),
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"reason", "mode0_is_the_only_carrier_of_the_actor_sub_profession_field")
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return nil
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}
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