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
146 lines
5.6 KiB
Go
146 lines
5.6 KiB
Go
package dnfbridge
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import (
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"errors"
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"fmt"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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var (
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errCurrentDungeonSettlementPlanShape = errors.New("current dungeon settlement packet plan shape is invalid")
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errCurrentDungeonSettlementPlanOwner = errors.New("current dungeon settlement packet plan owner mismatch")
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)
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// currentDungeonSettlementPacketPlan freezes the three current-EXE result
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// packets only after the reward transaction has committed. ClientRankPoint
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// binds a replay to its C2S op46 request and must be carried unchanged in the
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// frozen op34 body; local debug rewards never alter the client result state.
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type currentDungeonSettlementPacketPlan struct {
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CharacterID uint16
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CompletionKey string
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Source string
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ClientRankPoint byte
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ClearTimeMS uint32
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PlayResultBody []byte
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CharacterBody []byte
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ClearRewardBody []byte
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DungeonPermissionBody []byte
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// WeddingCapsuleBody 是"已婚角色通关推荐副本"时下发的 1016 号婚姻成长胶囊
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// 进度行(u32 progress)。为空表示本次结算与婚姻无关。
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WeddingCapsuleBody []byte
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// TowerRewardMsgID/TowerRewardBody carry the tower clear window: op348 for
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// the Tower of Despair, op1263 for the Tower of Grief. A tower never uses
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// the ordinary card reward path.
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TowerRewardMsgID uint16
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TowerRewardBody []byte
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// clearRewardSnapshot is the committed reward snapshot this plan was built
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// from, kept so a later reader can inspect what the clear presented.
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clearRewardSnapshot *currentDungeonClearRewardSnapshot
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}
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func buildCurrentDungeonSettlementPacketPlan(
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clientRankPoint byte,
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notice currentDungeonPlayResultNotice,
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reward currentDungeonClearRewardSnapshot,
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character dnfrepo.CharacterRecord,
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points dnfrepo.SkillPointState,
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) (currentDungeonSettlementPacketPlan, error) {
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return buildCurrentDungeonSettlementPacketPlanWithWelcome(
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clientRankPoint, notice, reward, character, points, nil,
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)
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}
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// buildCurrentDungeonSettlementPacketPlanWithWelcome 与上面同义,额外接收本次通关
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// 已提交的"回归冒险家欢迎经验"分类值。
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//
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// 为什么需要它:op37 的 `finish_loading_exp_category_9` 按设计是从**角色 stats**
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// 读的(`buildCurrentFinishLoadingCharacterStateBody` 在没有 presentation 时就走这条
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// 路),所以通关链路必须把这个分类写到用于出包的角色副本上,否则结算面板里那一行
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// 恒为 0——欢迎经验明明已经发给了玩家,结果窗却不显示。
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// welcome == nil 表示本次通关没有欢迎加成(非回归玩家),此时写 0 覆盖掉任何陈旧值。
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func buildCurrentDungeonSettlementPacketPlanWithWelcome(
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clientRankPoint byte,
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notice currentDungeonPlayResultNotice,
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reward currentDungeonClearRewardSnapshot,
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character dnfrepo.CharacterRecord,
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points dnfrepo.SkillPointState,
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welcome *uint32,
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) (currentDungeonSettlementPacketPlan, error) {
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characterID := numericCharacterID(character)
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if characterID <= 0 || characterID > int(^uint16(0)) || uint16(characterID) != reward.CharacterID {
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return currentDungeonSettlementPacketPlan{}, fmt.Errorf(
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"%w: character=%d reward_character=%d",
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errCurrentDungeonSettlementPlanOwner,
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characterID,
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reward.CharacterID,
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)
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}
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if notice.RankPoint != clientRankPoint {
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return currentDungeonSettlementPacketPlan{}, fmt.Errorf(
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"%w: notice_client_rank=%d request_client_rank=%d",
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errCurrentDungeonSettlementPlanShape,
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notice.RankPoint,
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clientRankPoint,
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)
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}
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ownedParticipants := 0
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for _, participant := range notice.Participants {
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if participant.ObjectKey == reward.CharacterID {
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ownedParticipants++
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}
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}
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if ownedParticipants != 1 {
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return currentDungeonSettlementPacketPlan{}, fmt.Errorf(
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"%w: character=%d owned_participants=%d",
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errCurrentDungeonSettlementPlanOwner,
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reward.CharacterID,
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ownedParticipants,
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)
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}
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playResultBody, err := buildCurrentDungeonPlayResultNoticeBody(notice)
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if err != nil {
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return currentDungeonSettlementPacketPlan{}, err
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}
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clearRewardBody, err := buildCurrentDungeonClearRewardBody(reward)
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if err != nil {
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return currentDungeonSettlementPacketPlan{}, err
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}
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// 把本次通关已提交的欢迎经验分类写进出包用的角色副本。必须在拷贝之后再写,
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// 不能改调用方持有的记录(那份记录要落库,op37 的分类是**表现**不是持久状态)。
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planCharacter := dnfrepo.CloneCharacter(character)
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if planCharacter.Stats == nil {
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planCharacter.Stats = make(map[string]int64, 1)
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}
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if welcome != nil {
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planCharacter.Stats["finish_loading_exp_category_9"] = int64(*welcome)
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} else {
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planCharacter.Stats["finish_loading_exp_category_9"] = 0
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}
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characterBody := buildCurrentFinishLoadingCharacterStateBody(planCharacter, points)
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if len(characterBody) != currentFinishLoadingCharacterStateBodySize {
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return currentDungeonSettlementPacketPlan{}, fmt.Errorf(
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"%w: character_body=%d want=%d",
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errCurrentDungeonSettlementPlanShape,
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len(characterBody),
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currentFinishLoadingCharacterStateBodySize,
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)
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}
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return currentDungeonSettlementPacketPlan{
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CharacterID: reward.CharacterID,
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CompletionKey: reward.CompletionKey,
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Source: reward.Source,
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ClientRankPoint: clientRankPoint,
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ClearTimeMS: notice.ClearTimeMS,
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PlayResultBody: append([]byte(nil), playResultBody...),
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CharacterBody: append([]byte(nil), characterBody...),
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ClearRewardBody: append([]byte(nil), clearRewardBody...),
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// Keep the committed reward snapshot with the frozen plan so a later
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// reader can tell whether this clear actually presented the ordinary
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// result UI (a tower must not).
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clearRewardSnapshot: &reward,
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}, nil
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}
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