Files
90CNServer/server/internal/services/dnfbridge/guild_item_placement.go
T
hanfuit 645b64fe21 DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
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
2026-11-04 14:31:55 +08:00

80 lines
2.6 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"math"
"sort"
"strconv"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// Move old list-0 rows intact; occupied list-38 cells and unknown PVF items stay untouched.
func relocateCurrentGuildItems(inventory *dnfrepo.InventoryRecord, catalog *pvfDungeonDropCatalog) int {
keys := make([]string, 0)
for key, stack := range inventory.Slots {
list, slot, valid := parseSceneInventorySlotKey(key)
if valid && list == dnfrepo.MainInventoryListType && slot >= 9 && slot <= 120 && stack.ItemID > 0 && stack.ItemID <= math.MaxUint32 && stack.Count > 0 {
keys = append(keys, key)
}
}
sort.Strings(keys)
moved := 0
for _, key := range keys {
stack := inventory.Slots[key]
definition, err := catalog.ResolveItem(uint32(stack.ItemID))
if err != nil || definition.InventoryListType != currentGuildMedalInventoryListType {
continue
}
for slot := definition.SlotStart; slot <= definition.SlotEnd; slot++ {
target := currentCeraShopInventorySlotKey(definition.InventoryListType, slot)
if _, occupied := inventory.Slots[target]; occupied {
continue
}
if len(stack.RawEntry) == currentItemListEntryWireSize {
stack.RawEntry = append([]byte(nil), stack.RawEntry...)
binary.LittleEndian.PutUint16(stack.RawEntry, uint16(slot))
} else {
entry := currentItemListEntryFromStack(definition.InventoryListType, slot, stack)
stack.RawEntry = append([]byte(nil), entry.data[:]...)
}
inventory.Slots[target] = stack
delete(inventory.Slots, key)
moved++
break
}
}
return moved
}
func (s *Service) migrateCurrentGuildItemPlacement(ctx context.Context, session *gameSession) error {
repositories, ok := s.repositoryGroup()
if !ok || repositories.CharacterItems == nil {
return nil
}
catalog, err := s.currentPVFItemCatalog()
if err != nil {
return err
}
characterID := strconv.Itoa(int(session.selectedCharacterID))
moved := 0
err = dnfrepo.WithinCharacterItemsScoped(ctx, repositories.CharacterItems, characterID, func(inventories dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository) error {
inventory, found, err := inventories.Load(ctx, characterID)
if err != nil || !found {
return err
}
inventory = dnfrepo.CloneInventory(inventory)
moved = relocateCurrentGuildItems(&inventory, catalog)
if moved == 0 {
return nil
}
inventory.UpdatedAt = s.gameplayNow()
return dnfrepo.SaveInventoryFields(ctx, inventories, inventory, dnfrepo.InventoryFieldSlots)
})
if err == nil && moved != 0 {
s.logGameEvent(session, "game-guild-item-placement-migrated", "moved_stacks", moved)
}
return err
}