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
114 lines
2.8 KiB
Go
114 lines
2.8 KiB
Go
package dnfbridge
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import (
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"context"
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"time"
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"longheng.io/server/internal/platform/timequeue"
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)
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// gameplayTimeQueue is the single process-local scheduler used by gameplay.
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// Durable expiry timestamps remain repository state and are reconstructed by
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// the owning gameplay when a session starts. Transport deadlines and database
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// request timeouts are infrastructure concerns and deliberately stay outside
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// this queue.
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type gameplayTimeQueue interface {
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Now() time.Time
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ScheduleAfter(string, time.Duration, timequeue.Callback) error
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// RegisterDaily arms a callback at a wall-clock moment in the queue's own
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// location, which defaults to UTC+8 - the same 06:00 boundary service days
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// roll on. It is only a notification source: durable daily state is settled
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// when it is read, never by this timer.
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RegisterDaily(string, int, int, timequeue.Callback) error
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Cancel(string) bool
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Start(context.Context)
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}
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type processGameplayTimeQueue struct {
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queue *timequeue.Service
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now func() time.Time
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}
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func newProcessGameplayTimeQueue(onPanic func(string, any)) *processGameplayTimeQueue {
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now := time.Now
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return &processGameplayTimeQueue{
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queue: timequeue.New(timequeue.Options{Now: now, OnPanic: onPanic}),
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now: now,
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}
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}
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func (q *processGameplayTimeQueue) Now() time.Time {
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if q == nil || q.now == nil {
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return time.Now()
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}
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return q.now()
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}
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func (q *processGameplayTimeQueue) ScheduleAfter(
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name string,
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delay time.Duration,
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callback timequeue.Callback,
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) error {
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if q == nil || q.queue == nil {
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return errGameplayTimeQueueUnavailable
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}
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_, err := q.queue.ScheduleAfter(name, delay, callback)
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return err
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}
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func (q *processGameplayTimeQueue) RegisterDaily(
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name string,
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hour, minute int,
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callback timequeue.Callback,
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) error {
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if q == nil || q.queue == nil {
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return errGameplayTimeQueueUnavailable
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}
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_, err := q.queue.RegisterDaily(name, hour, minute, callback)
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return err
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}
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func (q *processGameplayTimeQueue) Cancel(name string) bool {
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return q != nil && q.queue != nil && q.queue.Cancel(name)
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}
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func (q *processGameplayTimeQueue) Start(ctx context.Context) {
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if q == nil || q.queue == nil {
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return
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}
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q.queue.Start(ctx)
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}
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func (s *Service) gameplayNow() time.Time {
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if queue := s.ensureGameplayTimeQueue(); queue != nil {
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return queue.Now()
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}
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return time.Now()
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}
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func (s *Service) ensureGameplayTimeQueue() gameplayTimeQueue {
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if s == nil {
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return nil
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}
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s.mu.Lock()
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defer s.mu.Unlock()
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if s.gameplayTimers == nil {
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s.gameplayTimers = newProcessGameplayTimeQueue(func(name string, recovered any) {
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s.logWarn("dnfbridge gameplay timer callback panic", "timer_name", name, "recovered", recovered)
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})
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}
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return s.gameplayTimers
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}
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func (s *Service) startGameplayTimeQueue(ctx context.Context) {
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queue := s.ensureGameplayTimeQueue()
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if queue == nil {
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return
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}
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s.wg.Add(1)
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go func() {
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defer s.wg.Done()
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queue.Start(ctx)
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}()
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}
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