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
190 lines
7.1 KiB
Go
190 lines
7.1 KiB
Go
package dnfbridge
|
||
|
||
import (
|
||
"context"
|
||
"fmt"
|
||
"strconv"
|
||
"strings"
|
||
|
||
dnfenum "longheng.io/server/internal/modules/dnf/dnfenum"
|
||
)
|
||
|
||
// 本文件是「支援兵能否用现有客户端渲染」的可行性实验。
|
||
//
|
||
// 背景
|
||
// 支援兵的官方实现(Server-90 的 client-patch)把渲染逻辑**补丁进 DB4 客户端**,
|
||
// 而本部署的客户端是另一个 EXE 版本(8A7AF614…),那些硬编码地址全都对不上。
|
||
//
|
||
// 但现有服务端里已经有一条「服务端创建 actor → 客户端渲染另一个玩家角色」的通道:
|
||
// sendTownRemoteActorRecord / sendTownRemoteActorProjection
|
||
// 它的注释明确写着这是「**正在渲染副本实例的客户端**收到的形态」,
|
||
// mode0 是客户端 user table 解析同伴名字/等级/头像的依据。
|
||
//
|
||
// 唯一挡路的是 sendTownRemoteActorProjectionWithContext 开头那道门:
|
||
// if ... || actor.Session == nil || actor.CharacterID == 0 { return nil }
|
||
// 「actor 必须是一个真实在线玩家」。支援兵是离线角色,所以走不通。
|
||
//
|
||
// 本实验绕过那道门,直接复用同一批构造器与同一套发包顺序:
|
||
// mode0(创造 actor)→ mode1(绑定装备/技能)→ op9(组队框)
|
||
// 用**接收者自己的会话**当账号上下文,把另一个角色当成远端 actor 下发。
|
||
//
|
||
// 目的只有一个:观察客户端会不会把它画出来。
|
||
// 这不是支援兵的最终实现 —— 只是决定路线(纯服务端 vs 必须换客户端)的判据。
|
||
|
||
// GMCompanionRenderExperimentForCharacter 按在线角色 id 触发渲染实验。
|
||
//
|
||
// 供 admin 端点使用:只有该角色**当前在线**才能下发 actor 包
|
||
// (包必须投递到一个活的连接上)。
|
||
func (s *Service) GMCompanionRenderExperimentForCharacter(
|
||
ctx context.Context,
|
||
characterID string,
|
||
companionCharacterID uint16,
|
||
withBinding bool,
|
||
ownerChannelOverride int,
|
||
) error {
|
||
targetID, err := gmNumericCharacterID(characterID)
|
||
if err != nil {
|
||
return err
|
||
}
|
||
target, online := s.onlineGameSession(targetID)
|
||
if !online || target == nil {
|
||
return fmt.Errorf("%w: character %d is not online; the actor packet needs a live connection",
|
||
ErrGMRequestInvalid, targetID)
|
||
}
|
||
return s.GMCompanionRenderExperiment(ctx, target, companionCharacterID, withBinding, ownerChannelOverride)
|
||
}
|
||
|
||
//
|
||
// GMCompanionRenderExperiment 把一个离线角色作为远端 actor 下发到目标会话的场景。
|
||
//
|
||
// ownerChannelOverride < 0 时用 currentTownRemoteActorOwnerContext(= 频道 ID)。
|
||
// 现场 2026-10-17 00:25 实测:用频道 ID(11) 时客户端日志里
|
||
// mode0-owner-compare scene_channel=11 local_owner_channel=11
|
||
// branch=current-scene-create
|
||
// 也就是说 owner 与本地 actor 相同,客户端把它当成"重建本地角色"而不是
|
||
// "另一个角色"。所以这个参数用来试不同的 owner 值。
|
||
func (s *Service) GMCompanionRenderExperiment(
|
||
ctx context.Context,
|
||
target *gameSession,
|
||
companionCharacterID uint16,
|
||
withBinding bool,
|
||
ownerChannelOverride int,
|
||
) error {
|
||
if s == nil || target == nil || target.conn == nil {
|
||
return fmt.Errorf("%w: companion experiment target session is missing", ErrGMUnavailable)
|
||
}
|
||
if companionCharacterID == 0 {
|
||
return fmt.Errorf("%w: companion character id is required", ErrGMRequestInvalid)
|
||
}
|
||
if target.selectedCharacterID == companionCharacterID {
|
||
return fmt.Errorf("%w: companion must differ from the local character", ErrGMRequestInvalid)
|
||
}
|
||
if ctx == nil {
|
||
ctx = context.Background()
|
||
}
|
||
ctx, cancel := context.WithTimeout(ctx, createWriteTimeout)
|
||
defer cancel()
|
||
|
||
repositories, ok := s.repositoryGroup()
|
||
if !ok || repositories.Character == nil {
|
||
return ErrGMUnavailable
|
||
}
|
||
characterID := strconv.FormatUint(uint64(companionCharacterID), 10)
|
||
companion, found, err := repositories.Character.Load(ctx, characterID)
|
||
if err != nil {
|
||
return fmt.Errorf("load companion character %d: %w", companionCharacterID, err)
|
||
}
|
||
if !found {
|
||
return fmt.Errorf("%w: companion character %d is missing", ErrGMRequestInvalid, companionCharacterID)
|
||
}
|
||
name := strings.TrimSpace(companion.Name)
|
||
if name == "" {
|
||
name = csharpSelectCharacterName(companionCharacterID)
|
||
}
|
||
|
||
// ownerChannel:同伴必须与本地受控角色处在同一张场景表里,
|
||
// 但又不能与本地 actor 用同一个 owner —— 否则客户端会把它当成
|
||
// "重建本地角色"(现场 00:25 日志就是这样)。
|
||
remoteOwner := currentTownRemoteActorOwnerContext(target, companionCharacterID)
|
||
if ownerChannelOverride >= 0 && ownerChannelOverride <= 0xff {
|
||
remoteOwner = byte(ownerChannelOverride)
|
||
}
|
||
if remoteOwner == currentSceneObjectContext && ownerChannelOverride < 0 {
|
||
return fmt.Errorf("%w: scene owner channel is not committed", ErrGMUnavailable)
|
||
}
|
||
|
||
mode0Body, err := s.buildCurrentSceneObjectListBodyForSessionInContextStrict(
|
||
ctx,
|
||
target,
|
||
companionCharacterID,
|
||
name,
|
||
companion,
|
||
true,
|
||
remoteOwner,
|
||
)
|
||
if err != nil {
|
||
return fmt.Errorf("build companion mode0 body: %w", err)
|
||
}
|
||
if len(mode0Body) == 0 {
|
||
return fmt.Errorf("%w: companion mode0 body is empty", ErrGMUnavailable)
|
||
}
|
||
|
||
var mode1Body []byte
|
||
if withBinding {
|
||
adventureSummary := s.currentAccountAdventureGroupSummaryForPacket(
|
||
ctx, target, companion, true)
|
||
mode1Body = s.buildCurrentActorBindingMode1BodyForSelectedWithEquipmentInContext(
|
||
ctx,
|
||
target,
|
||
companion,
|
||
true,
|
||
companionCharacterID,
|
||
uint32(adventureSummary.ManageLevel),
|
||
remoteOwner,
|
||
true,
|
||
)
|
||
if len(mode1Body) == 0 {
|
||
return fmt.Errorf("%w: companion mode1 body is empty", ErrGMUnavailable)
|
||
}
|
||
}
|
||
|
||
// 身份校验:客户端只按 body 里的 object key 解析记录,
|
||
// 传错角色的 body 与正确的在线上字节无法区分 —— 所以必须在这里挡住。
|
||
if _, _, identityErr := validateCurrentPartyActorProjectionRows(companionCharacterID, mode0Body, mode1Body); identityErr != nil {
|
||
s.logGameEvent(target, "companion-render-experiment-identity-rejected",
|
||
"companion_character_id", companionCharacterID,
|
||
"error", identityErr)
|
||
return fmt.Errorf("companion actor identity rejected: %w", identityErr)
|
||
}
|
||
|
||
// 与城镇共现完全相同的发包顺序。
|
||
if err := s.sendGameUpperRawClass(target, uint16(dnfenum.CmdPacketSetUDPIPPort), mode0Body, 0); err != nil {
|
||
return fmt.Errorf("send companion mode0: %w", err)
|
||
}
|
||
if len(mode1Body) > 0 {
|
||
if err := s.sendGameUpperRawClass(target, uint16(dnfenum.CmdPacketSetUDPIPPort), mode1Body, 0); err != nil {
|
||
return fmt.Errorf("send companion mode1: %w", err)
|
||
}
|
||
}
|
||
// op9:让同伴在组队框里有行,客户端才会给它建可见 actor。
|
||
if _, err := s.sendCurrentPartyActorFrameProjection(
|
||
target,
|
||
target,
|
||
runtimePartyStateSnapshot(target),
|
||
"companion_render_experiment_party_frame",
|
||
); err != nil {
|
||
return fmt.Errorf("send companion op9 display: %w", err)
|
||
}
|
||
|
||
s.logGameEvent(target, "companion-render-experiment-sent",
|
||
"companion_character_id", companionCharacterID,
|
||
"companion_name", name,
|
||
"local_character_id", target.selectedCharacterID,
|
||
"owner_channel", remoteOwner,
|
||
"mode0_bytes", len(mode0Body),
|
||
"mode1_bytes", len(mode1Body),
|
||
"with_binding", withBinding,
|
||
)
|
||
return nil
|
||
}
|