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
138 lines
4.9 KiB
Go
138 lines
4.9 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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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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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfproto "longheng.io/server/internal/modules/dnf/protocol"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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dnfrepomemory "longheng.io/server/internal/modules/dnf/repository/memory"
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)
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// newDungeonCreatureAppearanceTest builds the smallest session that can carry a
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// worn-creature move: one character, one worn row and an inventory. The dungeon
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// runtime is a bare marker because the creature appearance path only asks
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// whether a dungeon scene owns the local actor - it never reads run state.
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func newDungeonCreatureAppearanceTest(t *testing.T, inDungeon bool) (*Service, *gameSession, *bufferConn) {
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t.Helper()
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ctx := context.Background()
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repositories := dnfrepomemory.NewMemoryGroup()
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if err := repositories.Character.Save(ctx, dnfrepo.CharacterRecord{
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CharacterID: "19",
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AccountID: "dnf:1",
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Name: "Actor19",
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Job: "15",
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Level: 1,
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}); err != nil {
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t.Fatal(err)
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}
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if err := repositories.Equipment.Save(ctx, dnfrepo.EquipmentRecord{
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CharacterID: "19",
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Entries: map[string]dnfrepo.EquipmentEntry{},
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}); err != nil {
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t.Fatal(err)
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}
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if err := repositories.Inventory.Save(ctx, dnfrepo.InventoryRecord{
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CharacterID: "19",
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Slots: map[string]dnfrepo.ItemStack{},
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Warehouse: map[string]dnfrepo.ItemStack{},
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}); err != nil {
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t.Fatal(err)
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}
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connection := &bufferConn{}
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service := &Service{
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options: options{
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accountID: "dnf:1",
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gameUpperHeader: gameUpperHeaderServer16,
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gameUpperBodyCodec: gameUpperBodyCodecPlain,
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},
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repositoryProvider: func() (dnfrepo.Group, bool) { return repositories, true },
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}
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session := &gameSession{
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conn: connection,
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connID: "aligned-dungeon-creature-appearance",
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channel: channelcatalog.Channel{ID: 19},
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selectedCharacterID: 19,
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initialTownRouteCharacterID: 19,
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initialTownRouteStage: currentInitialTownRoutePlayerStateSent,
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townSceneReadyCharacterID: 19,
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connectionTownActorOwnerChannel: 19,
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townActorOwnerChannel: 19,
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}
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if inDungeon {
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session.postStartMapPlayerStateSent = true
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session.dungeon.mu.Lock()
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session.dungeon.runtime = &runtimeDungeonState{}
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session.dungeon.mu.Unlock()
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}
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return service, session, connection
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}
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func dungeonCreatureMoveResult() alignedcmd.Result {
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return alignedcmd.Result{
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Operation: "move_itemspace",
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UpperResponses: []alignedcmd.UpperResponse{{
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MsgID: 19,
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Body: []byte{1, 0, 9, 0, 1, 0, 0, 0, 3, 26, 0},
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Classification: dnfproto.DefaultChannelClassification,
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AllowCodec: true,
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}},
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PostActions: []alignedcmd.PostAction{
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alignedcmd.PostActionRefreshSelectedItemContainers,
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alignedcmd.PostActionRefreshSelectedCreatureState,
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alignedcmd.PostActionRefreshSelectedActorAppearance,
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},
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}
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}
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// TestTownCreatureMoveKeepsTownOnlyAppearancePath proves the dungeon branch is
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// scoped: outside a dungeon the same action list keeps the previous behaviour,
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// which defers the refresh while the town actor generation is not ready.
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func TestTownCreatureMoveKeepsTownOnlyAppearancePath(t *testing.T) {
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service, session, connection := newDungeonCreatureAppearanceTest(t, false)
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// The fixture has no finalized town actor generation, which is exactly the
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// state the town path already refuses to refresh.
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session.townSceneReadyCharacterID = 0
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if err := service.sendAlignedUpperResponses(session, dungeonCreatureMoveResult()); err != nil {
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t.Fatalf("town creature move: %v", err)
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}
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if _, _, found := firstMode0WithOwnerContext(t, connection.write.Bytes()); found {
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t.Fatalf("town creature move unexpectedly wrote a mode0 appearance refresh: %x", connection.write.Bytes())
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}
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}
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// firstMode0WithOwnerContext returns the first class-0 op2 scene-object (mode0)
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// packet in the stream together with its owner-context byte.
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//
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// The upper writer prefixes a raw class-0 body with three zero bytes (the same
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// prefix sendAlignedUpperResponses asserts for its ACK bodies), so the mode0
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// layout - mode byte, uint16 version 1, route, owner channel - sits at wire
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// offsets 3..7 and the owner is body[7].
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func firstMode0WithOwnerContext(t *testing.T, data []byte) (dnfproto.ChannelPacket, byte, bool) {
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t.Helper()
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const upperRawBodyPrefix = 3
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for len(data) > 0 {
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packet, rest := splitGameServerUpperPacket(t, data)
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data = rest
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if packet.Header.Classification != 0 ||
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packet.Header.MsgID != uint16(dnfenum.CmdPacketSetUDPIPPort) {
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continue
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}
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if len(packet.Body) < upperRawBodyPrefix+5 {
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continue
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}
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body := packet.Body[upperRawBodyPrefix:]
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if body[0] != 0 || binary.LittleEndian.Uint16(body[1:3]) != 1 {
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continue
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}
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return packet, body[4], true
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}
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return dnfproto.ChannelPacket{}, 0, false
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}
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