Files
90CNServer/server/internal/services/dnfbridge/pvp_result_test.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

157 lines
5.6 KiB
Go

package dnfbridge
import (
"bytes"
"encoding/binary"
"testing"
"time"
dnfproto "longheng.io/server/internal/modules/dnf/protocol"
)
func TestPVPDeathResultLifecycle(t *testing.T) {
for _, route := range []string{"legacy", "upper"} {
for _, winner := range []byte{0, 1} {
t.Run(route+string(rune('0'+winner)), func(t *testing.T) {
s := pvpChannelInfoTestService(t)
queue := newFakeCurrentDungeonDeathTimerQueue()
s.gameplayTimers = queue
room := &currentPVPRoom{id: 1, channelID: 501, battleMode: 2, started: true,
match: &currentPVPMatch{winner: 0xff}, seatState: [8]byte{1, 2, 3}}
s.pvpRooms = map[uint16]*currentPVPRoom{1: room}
s.pvpSubscribers = make(map[*gameSession]int)
var players [4]*gameSession
for seat := range players {
player := &gameSession{conn: &bufferConn{}, selectedCharacterID: uint16(16 + seat*30), channel: s.catalog.Channels()[1]}
player.channel.ID = 501
players[seat] = player
s.pvpSubscribers[player] = 501
if seat < 3 {
player.pvpRoom = room
room.members[seat] = &currentPVPMember{session: player, characterID: player.selectedCharacterID,
grade: byte(3 + seat), currencySlot2: uint32(123 + seat), rankPoint: 987}
}
}
dispatch := func(player *gameSession, opcode uint16, body []byte) {
t.Helper()
var err error
if route == "legacy" {
err = s.handleGameCommand(player, 1, opcode, body)
} else {
wire, e := dnfproto.BuildChannelPacket(opcode, body, 0, 1)
if e != nil {
t.Fatal(e)
}
err = s.handleGameUpper(player, wire)
}
if err != nil {
t.Fatal(err)
}
}
loser := byte(1 - winner)
body := []byte{byte(players[loser].selectedCharacterID), 0, byte(players[winner].selectedCharacterID), 0, 1, 100, 0}
dispatch(players[winner], 55, body) // cannot report another actor's death
dispatch(players[3], 55, body)
dispatch(players[loser], 55, body[:6])
invalid := append([]byte(nil), body...)
invalid[2] = 99
dispatch(players[loser], 55, invalid)
dispatch(players[loser], 57, nil)
for _, player := range players {
if player.conn.(*bufferConn).write.Len() != 0 {
t.Fatal("invalid report emitted packets")
}
}
dispatch(players[loser], 55, body)
if room.match.winner != winner || !room.match.resultSent || queue.scheduleCount != 1 {
t.Fatalf("missing terminal result: %+v", room.match)
}
for seat, player := range players[:3] {
conn := player.conn.(*bufferConn)
death, rest := splitCurrentGameServerUpperPacketAuto(t, conn.write.Bytes())
if death.Header.Classification != 0 || death.Header.MsgID != 46 || !bytes.Equal(death.Body, []byte{loser, winner}) {
t.Fatalf("death=%+v body=%x", death.Header, death.Body)
}
result, rest := splitCurrentGameServerUpperPacketAuto(t, rest)
b := result.Body
if result.Header.Classification != 0 || result.Header.MsgID != 47 || len(rest) != 0 || len(b) != 72 ||
b[0] != winner || binary.LittleEndian.Uint32(b[1:]) != uint32(123+seat) || b[5] != byte(3+seat) || b[10] != 2 {
t.Fatalf("current native result=%+v body=%x", result.Header, b)
}
for row := 0; row < 2; row++ {
offset := 11 + 23*row
kills := uint32(0)
if byte(row) == winner {
kills = 1
}
if binary.LittleEndian.Uint16(b[offset:]) != players[row].selectedCharacterID ||
binary.LittleEndian.Uint32(b[offset+2:]) != kills || b[offset+6] != byte(3+row) ||
binary.LittleEndian.Uint32(b[offset+11:]) != 987 || binary.LittleEndian.Uint32(b[offset+19:]) != kills {
t.Fatalf("result row %d=%x", row, b[offset:offset+23])
}
}
if !bytes.Equal(b[57:], []byte{0, 0, 255, 255, 0, 0, 0, 0, 0, 255, 0, 0, 0, 0, 0}) {
t.Fatalf("native result tail=%x", b[57:])
}
conn.write.Reset()
}
if players[3].conn.(*bufferConn).write.Len() != 0 {
t.Fatal("lobby got match packets")
}
dispatch(players[loser], 55, body)
for _, player := range players {
if player.conn.(*bufferConn).write.Len() != 0 {
t.Fatal("duplicate death settled twice")
}
}
staleTimer := queue.tasks[0].callback
dispatch(players[0], 57, nil)
dispatch(players[1], 57, nil)
if !room.started {
t.Fatal("returned before observer closed result")
}
dispatch(players[2], 57, nil)
if room.started || room.match != nil || room.members[1] == nil {
t.Fatal("result did not retain waiting room")
}
for _, player := range players[:3] {
wire := player.conn.(*bufferConn).write.Bytes()
for _, opcode := range []uint16{44, 44, 44, 42} {
packet, rest := splitCurrentGameServerUpperPacketAuto(t, wire)
if packet.Header.MsgID != opcode {
t.Fatalf("return packet=%+v", packet.Header)
}
wire = rest
}
if len(wire) != 0 {
t.Fatal("unexpected return packets")
}
}
room.started = true
room.match = &currentPVPMatch{winner: 0xff}
staleTimer(time.Now())
if !room.started {
t.Fatal("old timeout ended a new match")
}
room.seatState[2] = room.seatState[loser]
for _, player := range players {
player.conn.(*bufferConn).write.Reset()
}
dispatch(players[loser], 55, body)
if room.match.resultSent {
t.Fatal("team still has a surviving member")
}
body[0] = byte(players[2].selectedCharacterID)
dispatch(players[2], 55, body)
if !room.match.resultSent {
t.Fatal("last team death did not settle")
}
queue.tasks[len(queue.tasks)-1].callback(time.Now())
if room.started {
t.Fatal("missing result ACK left room stuck")
}
})
}
}
}