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
80 lines
2.3 KiB
Go
80 lines
2.3 KiB
Go
package services
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import (
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"pvfine/internal/buildmode"
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renderingrules "pvfine/internal/rendering"
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)
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// RenderingReloadResult describes the renderer that was activated.
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type RenderingReloadResult struct {
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RuleCount int `json:"ruleCount"`
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}
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// RenderingService manages the user-facing script rendering configuration.
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type RenderingService struct {
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c *core
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path string
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initErr error
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layered bool
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}
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// NewRenderingService creates the Wails-facing rendering configuration
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// service. Applications use the shared layered rule store; isolated consumers
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// may reload a standalone configuration file.
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func NewRenderingService(c *core) *RenderingService {
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if c.ruleStore != nil {
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return &RenderingService{c: c, layered: true}
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}
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if path, ok := renderingrules.FindSourcePath(); buildmode.Development && ok {
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return &RenderingService{c: c, path: path}
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}
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path, err := renderingrules.RuntimePath()
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if err != nil {
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return &RenderingService{c: c, initErr: err}
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}
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return &RenderingService{c: c, path: path}
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}
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func newRenderingService(c *core, path string) *RenderingService {
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return &RenderingService{c: c, path: path}
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}
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// ReloadRules validates the on-disk rendering rules before replacing the
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// active renderer. Invalid files leave the current renderer untouched.
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func (s *RenderingService) ReloadRules() (RenderingReloadResult, error) {
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if s.layered {
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if err := NewRuleService(s.c).reload("rendering"); err != nil {
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return RenderingReloadResult{}, err
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}
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s.c.mu.RLock()
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defer s.c.mu.RUnlock()
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return RenderingReloadResult{RuleCount: len(s.c.renderingEngine.Document().Rules)}, nil
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}
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if s.initErr != nil {
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return RenderingReloadResult{}, s.initErr
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}
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engine, err := renderingrules.LoadFile(s.path)
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if err != nil {
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return RenderingReloadResult{}, err
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}
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s.c.mu.Lock()
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s.c.renderingEngine = engine
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s.c.renderingErr = nil
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if s.c.archive != nil {
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s.c.bindRenderingEngineLocked(s.c.archive)
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}
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if s.c.versionBaseArchive != nil {
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s.c.versionBaseArchive.SetScriptRenderer(engine)
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}
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s.c.editorAnnotation = editorAnnotationCache{}
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s.c.batchRevision++
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s.c.batchPlan = nil
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s.c.invalidateScriptLocked()
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s.c.mu.Unlock()
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result := RenderingReloadResult{RuleCount: len(engine.Document().Rules)}
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emitEvent("rendering:reloaded", result)
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return result, nil
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}
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