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
81 lines
3.1 KiB
Go
81 lines
3.1 KiB
Go
package dnfbridge
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import (
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"context"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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func avatarOptionChangeGameplayModule() gameplayModuleDefinition {
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opcode := uint16(dnfenum.CmdPacketAvatarOptionChange)
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return gameplayModuleDefinition{
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Name: "avatar-option-change",
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LegacyHandlers: map[uint16]gameplayHandler{
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opcode: func(service *Service, session *gameSession, request gameplayRequest) error {
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return service.handleCurrentAvatarOptionChange(session, request.Body)
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},
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},
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UpperHandlers: map[uint16]gameplayHandler{
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opcode: func(service *Service, session *gameSession, request gameplayRequest) error {
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if !requireDefaultGameplayClassification(service, session, request, "game-avatar-option-change-blocked", "current_exe_class1_op459_required") {
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return nil
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}
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return service.handleCurrentAvatarOptionChange(session, request.Body)
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},
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},
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}
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}
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func (s *Service) handleCurrentAvatarOptionChange(session *gameSession, body []byte) error {
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request, err := parseCurrentAvatarOptionChangeRequest(body)
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if err == nil && (session == nil || session.selectedCharacterID == 0) {
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err = errCurrentAvatarOptionChangeUnavailable
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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if err == nil {
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var catalog *pvfDungeonDropCatalog
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catalog, err = s.currentPVFItemCatalog()
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if err == nil {
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_, err = s.commitCurrentAvatarOptionChange(ctx, session, catalog, request)
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}
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}
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resultOpcode := uint16(dnfenum.CmdPacketAvatarOptionChange)
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if err != nil {
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s.logGameEvent(session, "game-avatar-option-change-rejected",
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"source_slot", request.SourceSlot,
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"source_item", request.SourceItemID,
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"target_slot", request.TargetSlot,
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"target_item", request.TargetItemID,
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"ability_no", request.AbilityNo,
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"body_len", len(body),
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"reason", err)
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return s.sendGameUpperRawClass(session, resultOpcode, currentAvatarOptionChangeFailureBody(), dnfproto.DefaultChannelClassification)
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}
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// The current reader applies the avatar ability from the ACK itself. It
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// only needs the consumed main-bag row to be incrementally refreshed; a
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// scene rebuild or full avatar-list replay would reintroduce stale paper-
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// doll state during an ordinary inventory action.
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if err := s.sendGameUpperRawClass(session, resultOpcode, buildCurrentAvatarOptionChangeSuccessBody(request), dnfproto.DefaultChannelClassification); err != nil {
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return err
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}
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if err := s.sendSelectedIncrementalItemSlotRefreshes(session, "avatar_option_change", []alignedcmd.ItemSlotRefresh{{
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ListType: dnfrepo.MainInventoryListType,
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SlotIndex: request.SourceSlot,
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}}); err != nil {
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return err
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}
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s.logGameEvent(session, "game-avatar-option-change-committed",
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"source_slot", request.SourceSlot,
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"source_item", request.SourceItemID,
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"target_slot", request.TargetSlot,
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"target_item", request.TargetItemID,
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"ability_no", request.AbilityNo,
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"sequence", "durable_avatar_ability_then_class1_op459_result_then_source_op14")
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return nil
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}
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