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
121 lines
5.2 KiB
Go
121 lines
5.2 KiB
Go
package dnfbridge
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import (
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"context"
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"errors"
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"fmt"
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dnfsocketemblem "longheng.io/server/internal/modules/dnf/socketemblem"
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)
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func avatarEmblemGameplayModule() gameplayModuleDefinition {
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opcode := uint16(currentAvatarEmblemAttachOpcode)
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handler := func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentAvatarEmblemAttach(session, request.Body, currentAvatarEmblemAttachOpcode)
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}
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return gameplayModuleDefinition{
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Name: "avatar-emblem",
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LegacyHandlers: map[uint16]gameplayHandler{opcode: handler},
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UpperHandlers: map[uint16]gameplayHandler{
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opcode: defaultClassGameplayHandler(
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"game-current-avatar-emblem-attach-blocked",
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"current_exe_socket_command_class_mismatch",
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func(service *Service, session *gameSession, body []byte) error {
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return service.handleCurrentAvatarEmblemAttach(session, body, currentAvatarEmblemAttachOpcode)
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},
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),
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},
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LegacyNormalizers: map[uint16]gameplayLegacyNormalizer{
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opcode: stripLegacyEmblemAttachTransportTrailer,
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},
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}
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}
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func (s *Service) handleCurrentAvatarEmblemAttach(session *gameSession, body []byte, ackOpcode uint16) error {
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request, err := decodeCurrentAvatarEmblemAttachRequest(body)
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if err != nil {
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s.logGameEvent(session, "game-current-avatar-emblem-attach-parse-failed", "body_len", len(body), "err", err)
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return s.sendCurrentSocketParseFailure(session, ackOpcode)
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}
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result, err := s.commitCurrentAvatarEmblemAttach(session, request)
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if err != nil {
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s.logGameEvent(session, "game-current-avatar-emblem-attach-blocked",
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"target_slot", request.TargetSlot,
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"target_item_id", request.TargetItemID,
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"emblems", len(request.Emblems),
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"reason", err)
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return s.sendGameUpperFailure(session, ackOpcode, 4)
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}
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if err := s.sendGameUpperSuccess(session, ackOpcode, buildCurrentAvatarEmblemAttachAckBody(request)); err != nil {
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return err
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}
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s.logGameEvent(session, "game-current-avatar-emblem-attach-success",
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"target_slot", request.TargetSlot,
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"target_item_id", request.TargetItemID,
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"emblems", len(request.Emblems),
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"target_equipped", result.TargetEquipped)
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return s.sendCurrentSocketMutationRefresh(session, result, "avatar_emblem_attach")
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}
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func (s *Service) commitCurrentAvatarEmblemAttach(session *gameSession, request currentEmblemAttachRequest) (currentSocketMutationResult, error) {
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if request.TargetItemID <= 0 || len(request.Emblems) == 0 {
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return currentSocketMutationResult{}, errCurrentSocketTargetMissing
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}
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characterID, owner, catalog, err := s.currentSocketMutationOwner(session)
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if err != nil {
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return currentSocketMutationResult{}, err
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}
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rule, err := currentSocketEquipmentRule(catalog, request.TargetItemID)
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if err != nil {
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return currentSocketMutationResult{}, err
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}
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if rule.class != currentEquipmentPlacementClassAvatar {
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return currentSocketMutationResult{}, fmt.Errorf("%w: item=%d type=%s", errCurrentSocketTargetKindMismatch, request.TargetItemID, rule.pvfType)
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}
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var result currentSocketMutationResult
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err = owner.AttachAvatarEmblems(context.Background(), dnfsocketemblem.Command{
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CharacterID: characterID,
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Project: func(assets *dnfsocketemblem.Assets) (dnfsocketemblem.Changes, error) {
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inventory := assets.Inventory
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targetKey := currentSocketInventoryKey(currentSocketListAvatar, request.TargetSlot)
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if target, ok := inventory.Slots[targetKey]; ok && target.ItemID == request.TargetItemID && target.ItemID > 0 {
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data := currentAvatarSocketData(target.Extra)
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if err := currentApplyAvatarEmblems(catalog, inventory, &data, request.Emblems); err != nil {
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return dnfsocketemblem.Changes{}, err
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}
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currentApplyAvatarSocketDataToStack(&target, currentSocketListAvatar, request.TargetSlot, data)
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inventory.Slots[targetKey] = target
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result.Target = currentSocketChangedSlot{ListType: currentSocketListAvatar, Slot: request.TargetSlot}
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result.Consumed = currentEmblemConsumedSlots(request.Emblems)
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return dnfsocketemblem.Changes{Inventory: true}, nil
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}
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if !assets.EquipmentFound {
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return dnfsocketemblem.Changes{}, fmt.Errorf("%w: equipped avatar slot=%d", errCurrentSocketTargetMissing, request.TargetSlot)
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}
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entryKey, entry, ok := currentFindEquippedEntry(*assets.Equipment, request.TargetSlot, request.TargetItemID, currentEquipmentPlacementClassAvatar)
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if !ok {
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return dnfsocketemblem.Changes{}, fmt.Errorf("%w: equipped avatar slot=%d item=%d", errCurrentSocketTargetMissing, request.TargetSlot, request.TargetItemID)
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}
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data := currentAvatarSocketData(entry.Extra)
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if err := currentApplyAvatarEmblems(catalog, inventory, &data, request.Emblems); err != nil {
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return dnfsocketemblem.Changes{}, err
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}
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currentApplyAvatarSocketDataToEquipment(&entry, data)
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assets.Equipment.Entries[entryKey] = entry
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result.Target = currentSocketChangedSlot{ListType: currentSocketListEquipment, Slot: entry.SlotIndex}
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result.TargetEquipped = true
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result.Consumed = currentEmblemConsumedSlots(request.Emblems)
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return dnfsocketemblem.Changes{Inventory: true, Equipment: true}, nil
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},
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})
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if errors.Is(err, dnfsocketemblem.ErrInventoryNotFound) {
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err = errCurrentSocketInventoryMissing
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}
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if err != nil {
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return currentSocketMutationResult{}, err
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}
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return result, nil
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}
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