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
71 lines
3.1 KiB
Go
71 lines
3.1 KiB
Go
package dnfbridge
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import (
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"testing"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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"longheng.io/server/internal/modules/dnf/channelcatalog"
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)
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// The "空血条" root cause, pinned: an area actor projection is a kind-0 op9 carrying
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// the ACTOR's party model. When the observer stands in that same ordinary party the
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// record is the observer's own frame, and op153 is the only carrier of the per-member
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// HP/MP rows (party.BuildSingleMemberRealtimeInfo) -- so the observer's frame must be
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// closed with its own rows, not left on the bare op9.
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//
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// Live 2026-09-20T13:16:52Z, conn game-000169 (char 1 entering raid gate 224):
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//
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// game-state-send source=raid_dungeon_loaded_raid_mate_actors target_char_id=1
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// game-current-party-frame-op9-send … char_id=20 party_model_key=4
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// game-current-party-frame-op9-send … char_id=22 party_model_key=4
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// game-current-party-frame-op9-send … char_id=21 party_model_key=4 ← no op153 after any
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//
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// which is the operator's "一阶段结束 在副本里队伍 强制回城后 队员血条全空" and
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// "战况表回城后 双方显示都是空血条".
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func TestSamePartyAreaProjectionClosesTheObserverFrameWithOp153(t *testing.T) {
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service := &Service{
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options: options{gameUpperBodyCodec: gameUpperBodyCodecPlain},
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onlinePlayers: newOnlinePlayerManager(),
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}
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channel := channelcatalog.Channel{ServerID: 1, ID: 23, Type: 23, Name: "raid", Port: 10023}
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actor := &gameSession{conn: &bufferConn{}, connID: "area-actor", channel: channel, residentChannel: channel, selectedCharacterID: 20}
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observer := &gameSession{conn: &bufferConn{}, connID: "area-observer", channel: channel, residentChannel: channel, selectedCharacterID: 1}
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for _, session := range []*gameSession{actor, observer} {
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service.bindGameSessionCharacter(session, session.selectedCharacterID)
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service.onlinePlayers.EnterArea(&onlinePlayerInfo{
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CharacterID: session.selectedCharacterID,
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ChannelID: uint16(channel.ID),
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TownID: 19,
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AreaID: 2,
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Session: session,
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})
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}
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// Both stand in the same squad party, exactly like a raid gate's members do.
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shared := alignedcmd.PartyState{
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PartyID: 4, UserID: 20, IsLeader: true, MaxMembers: 4,
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Members: []alignedcmd.PartyMemberState{
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{UserID: 20, Slot: 0, UserState: 1, HPPercent: 100, MPPercent: 100},
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{UserID: 1, Slot: 1, UserState: 1, HPPercent: 100, MPPercent: 100},
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},
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}
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storeRuntimePartyState(actor, shared)
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storeRuntimePartyState(observer, shared)
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if err := service.broadcastCurrentPartyActorProjection(actor, shared, "test_area_actor_projection"); err != nil {
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t.Fatalf("area actor projection: %v", err)
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}
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packets := runtimeRaidPeerTake(t, observer)
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tail, bare := partyFrameTail(packets)
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if tail != 0x0099 {
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t.Fatalf("the observer's party frame ends on msg_id=%d, want the op153 health rows: "+
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"teammates' HP/MP bars are empty without them", tail)
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}
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if bare != 0 {
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t.Fatalf("the observer holds %d op9 area records with no op153 behind them", bare)
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}
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realtime, ok := runtimeRaidPeerFind(packets, 0x0099)
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if !ok || realtime.Body[0] != 2 {
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t.Fatalf("the closing op153 rows = % X, want one row per party member (2)", realtime.Body)
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}
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}
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