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
76 lines
3.1 KiB
Go
76 lines
3.1 KiB
Go
package dnfbridge
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// sendSuitableDungeonLuckyStarState publishes the already committed PVF
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// rental-wallet result. The durable award is performed inside the settlement
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// transaction using its CompletionKey. The client must see op1000 before
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// op985 because op985 replaces the cached wallet balance.
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func (s *Service) sendSuitableDungeonLuckyStarState(session *gameSession, runtime *runtimeDungeonState) {
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if session == nil || runtime == nil || runtime.Dungeon.ID <= 0 ||
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!runtime.settlementLuckyStarResolved {
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return
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}
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if !runtime.settlementLuckyStarRefreshPending ||
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(runtime.settlementLuckyStarNoticeSent && runtime.settlementLuckyStarStateSent) {
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return
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}
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if runtime.settlementLuckyStarLimit == 0 ||
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runtime.settlementLuckyStarBefore > runtime.settlementLuckyStarAfter ||
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runtime.settlementLuckyStarApplied != runtime.settlementLuckyStarAfter-runtime.settlementLuckyStarBefore ||
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runtime.settlementLuckyStarAfter > runtime.settlementLuckyStarLimit {
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s.logGameEvent(session, "game-dungeon-lucky-star-state-send-blocked",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"points_before", runtime.settlementLuckyStarBefore,
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"points_applied", runtime.settlementLuckyStarApplied,
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"points_after", runtime.settlementLuckyStarAfter,
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"point_limit", runtime.settlementLuckyStarLimit,
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"reason", "committed_lucky_star_result_invalid")
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return
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}
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if !runtime.settlementLuckyStarNoticeSent {
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body := buildCurrentRentalPointResultBody(
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currentRentalPointSourceDungeonClear,
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runtime.settlementLuckyStarAfter == runtime.settlementLuckyStarLimit,
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runtime.settlementLuckyStarAfter,
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)
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if err := s.sendGameUpperSuccess(session, currentRentalPointResultMsgID, body); err != nil {
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s.logGameEvent(session, "game-dungeon-lucky-star-notice-send-failed",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"msg_id", currentRentalPointResultMsgID,
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"reason", err)
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return
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}
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runtime.settlementLuckyStarNoticeSent = true
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s.logGameEvent(session, "game-dungeon-lucky-star-notice-sent",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"msg_id", currentRentalPointResultMsgID,
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"source_type", currentRentalPointSourceDungeonClear,
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"limit_flag", runtime.settlementLuckyStarAfter == runtime.settlementLuckyStarLimit,
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"points_before", runtime.settlementLuckyStarBefore,
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"points_applied", runtime.settlementLuckyStarApplied,
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"points_after", runtime.settlementLuckyStarAfter)
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}
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if runtime.settlementLuckyStarStateSent {
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return
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}
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sent, err := s.sendSelectedCurrentRentalPointState(session, "dungeon_settlement_after_lucky_star", true)
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if err != nil {
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s.logGameEvent(session, "game-dungeon-lucky-star-state-send-failed",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"msg_id", currentRentalStateMsgID,
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"reason", err)
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return
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}
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if !sent {
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s.logGameEvent(session, "game-dungeon-lucky-star-state-send-deferred",
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"char_id", session.selectedCharacterID,
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"dungeon_id", runtime.Dungeon.ID,
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"msg_id", currentRentalStateMsgID)
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return
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}
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runtime.settlementLuckyStarStateSent = true
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}
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