Files
90CNServer/server/internal/services/dnfbridge/current_actor_mode0_appearance.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

169 lines
6.2 KiB
Go

package dnfbridge
import (
"context"
"fmt"
"strings"
dnfguardianshield "longheng.io/server/internal/modules/dnf/guardianshield"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const (
currentActorMode0AppearanceSlotCount = 14
currentActorMode0AppearanceRowBytes = 19
currentActorMode0AppearanceEmptyItem = ^uint32(0)
currentActorMode0WeaponSlot = 12
currentActorMode0ReinforceMax = 0x7f
)
// buildCurrentActorMode0AppearanceSnapshot loads the authoritative worn-item
// record and returns the complete current-EXE base-slot-record snapshot. A
// found record always produces all slots 0..13, including explicit empty rows
// that clear stale client appearance state after an item is removed.
func buildCurrentActorMode0AppearanceSnapshot(
ctx context.Context,
repo dnfrepo.EquipmentRepository,
characterID string,
) ([]byte, bool, error) {
characterID = strings.TrimSpace(characterID)
if repo == nil || characterID == "" {
return nil, false, nil
}
if ctx == nil {
ctx = context.Background()
}
record, found, err := repo.Load(ctx, characterID)
if err != nil || !found {
return nil, found, err
}
body, err := buildCurrentActorMode0AppearanceSnapshotFromEquipment(record)
if err != nil {
return nil, true, err
}
return body, true, nil
}
func buildCurrentActorMode0AppearanceSnapshotFromEquipment(record dnfrepo.EquipmentRecord) ([]byte, error) {
rows, err := buildCurrentActorMode0AppearanceSummaryFromEquipment(record)
if err != nil {
return nil, err
}
var writer packetWriter
writeCurrentSceneObjectEquipSummary(&writer, rows)
return writer.bytes(), nil
}
// buildCurrentActorMode0AppearanceSummaryFromEquipment returns the complete
// current-EXE base appearance table. All fourteen rows are present so an empty
// slot explicitly removes stale client state left by an earlier mode0 update.
// Equipment whose worn slot is outside the 0..13 base block (for example the
// Guardian support weapon at actor slot 24) is appended as an extra row, the
// same mechanism the name-tag card uses for its dedicated slot-28 row.
func buildCurrentActorMode0AppearanceSummaryFromEquipment(record dnfrepo.EquipmentRecord) ([]dnfrepo.CharacterRosterEquipSummary, error) {
itemIDs := [currentActorMode0AppearanceSlotCount]uint32{}
packedFlags := [currentActorMode0AppearanceSlotCount]byte{}
occupied := [currentActorMode0AppearanceSlotCount]bool{}
for slot := range itemIDs {
itemIDs[slot] = currentActorMode0AppearanceEmptyItem
}
extraRows := make([]dnfrepo.CharacterRosterEquipSummary, 0, 1)
for _, equipped := range record.Entries {
if equipped.ItemID <= 0 {
continue
}
appearanceSlot, ok := currentActorMode0AppearanceSlot(equipped)
if !ok {
continue
}
if appearanceSlot >= currentActorMode0AppearanceSlotCount {
// The Guardian deck's main shield occupies actor slot 24, the only
// out-of-base visual layer the current EXE renders through the
// scene-object appearance table; pet (26) and name-tag (28) slots
// use their own dedicated fields and must not be projected here.
// Slot 24 is shared with other professions' off-hand weapons, so
// the row is appended only for the deck-projection entry and keeps
// its own numeric value so the client renders the shield exactly as
// it does in the roster projection.
if appearanceSlot == 24 && dnfguardianshield.IsMainProjectionEntry(equipped) {
extraRows = append(extraRows, dnfrepo.CharacterRosterEquipSummary{
Slot: int64(appearanceSlot),
ItemIDOrIcon: int64(currentActorAppearanceItemID(equipped)),
})
}
continue
}
if equipped.ItemID > int64(^uint32(0)) {
return nil, fmt.Errorf("current actor mode0 appearance item id %d exceeds uint32", equipped.ItemID)
}
slot := int(appearanceSlot)
if occupied[slot] {
return nil, fmt.Errorf("current actor mode0 appearance slot %d has duplicate equipment", slot)
}
occupied[slot] = true
itemIDs[slot] = currentActorAppearanceItemID(equipped)
if slot == currentActorMode0WeaponSlot {
packedFlags[slot] = currentActorMode0WeaponPackedFlags(equipped)
}
}
rows := make([]dnfrepo.CharacterRosterEquipSummary, currentActorMode0AppearanceSlotCount)
for slot, itemID := range itemIDs {
rows[slot] = dnfrepo.CharacterRosterEquipSummary{
Slot: int64(slot),
ItemIDOrIcon: int64(itemID),
PackedFlags: int64(packedFlags[slot]),
}
}
return append(rows, extraRows...), nil
}
func currentActorAppearanceItemID(equipped dnfrepo.EquipmentEntry) uint32 {
if linked := sceneInventoryExtraUint32(equipped.Extra, dnfrepo.CloneAvatarAppearanceExtraKey); linked != 0 {
return linked
}
return sceneInventoryUint32FromInt64(equipped.ItemID)
}
func currentActorMode0WeaponPackedFlags(equipped dnfrepo.EquipmentEntry) byte {
reinforce := currentItemListEquipmentExtData(equipped)
if reinforce > currentActorMode0ReinforceMax {
reinforce = currentActorMode0ReinforceMax
}
// sub_20026C0 stores packed_byte>>1 as the per-slot value and bit 0 as
// a separate flag. Reinforcement occupies the value portion; the unrelated
// flag remains clear for the authoritative worn-weapon projection.
return reinforce << 1
}
func currentActorMode0AppearanceSlot(equipped dnfrepo.EquipmentEntry) (uint64, bool) {
// A stale 12<->24 marker from the old dual-weapon swap must not project the
// off-hand as a second base weapon. Keep explicit appearance overrides for
// clone/avatar data below; this repair applies only to the proved runtime
// dual-weapon mismatch.
if currentEXEDualWeaponSlotOverridesStaleMarker(equipped) {
if equipped.SlotIndex >= 0 && equipped.SlotIndex < currentActorMode0AppearanceSlotCount {
return uint64(equipped.SlotIndex), true
}
return 0, false
}
if slot, ok := sceneInventoryExtraUint(
equipped.Extra,
"current_exe_equipment_type",
"current_exe_appearance_slot",
"appearance_slot",
); ok {
return slot, true
}
// The same-EXE runtime wire uses direct appearance slots 0..13. Legacy Go
// PVF creation records instead store worn slots, so only those records use
// the existing worn-slot conversion (11->12, 13..22->14..23, 23->25).
if !isPVFInitialEquipment(equipped) && equipped.SlotIndex >= 0 && equipped.SlotIndex < currentActorMode0AppearanceSlotCount {
return uint64(equipped.SlotIndex), true
}
return currentEXEActorEquipmentSlot(equipped)
}