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

170 lines
6.6 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"errors"
"fmt"
"math"
"strconv"
"time"
"longheng.io/server/internal/modules/dnf/alignedcmd"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfequipmenteffect "longheng.io/server/internal/modules/dnf/equipmenteffect"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
// currentAddEquipmentEffectOpcode is CMD 951: weapon effect rune add.
// C# 86JP uses opcode 0x0342 (834); our NoPack EXE enum maps it to 951.
const (
currentAddEquipmentEffectOpcode uint16 = uint16(dnfenum.CmdPacketAddEquipmentEffect)
currentEquipmentEffectRequestBodyLen = 21
// Current mode-1 construction forwards raw+0x45..+0x46 into the
// ordinary-equipment state consumed by sub_1E636E0. The preceding bytes
// are the proved current emblem vector: a count at raw+0x3C plus two u32
// IDs. raw+0x38 remains the independent expiration timestamp.
currentEquipmentEffectRuneWireOffset = currentEquipmentVectorOffset + currentEquipmentEmblemDataBytes
)
type currentAddEquipmentEffectRequest struct {
RequestedSourceSlot int16
TargetListType byte
TargetSlot int16
RawBody []byte
}
func decodeCurrentAddEquipmentEffectRequest(body []byte) (currentAddEquipmentEffectRequest, error) {
if len(body) != currentEquipmentEffectRequestBodyLen {
return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect body size=%d want=%d", len(body), currentEquipmentEffectRequestBodyLen)
}
targetListType := body[12]
if targetListType != dnfrepo.MainInventoryListType {
return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect target list=%d is not current-exe main inventory", targetListType)
}
targetSlot, ok := currentEquipmentEffectSlotAt(body, 13)
if !ok {
return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect invalid target slot")
}
sourceSlot, ok := currentEquipmentEffectSlotAt(body, 17)
if !ok {
return currentAddEquipmentEffectRequest{}, fmt.Errorf("equipment-effect invalid source slot")
}
return currentAddEquipmentEffectRequest{
RequestedSourceSlot: sourceSlot,
TargetListType: targetListType,
TargetSlot: targetSlot,
RawBody: append([]byte(nil), body...),
}, nil
}
func currentEquipmentEffectSlotAt(body []byte, offset int) (int16, bool) {
if offset < 0 || offset+4 > len(body) {
return 0, false
}
value := binary.LittleEndian.Uint32(body[offset : offset+4])
if value > math.MaxInt16 {
return 0, false
}
return int16(value), true
}
// currentApplyEquipmentEffectRuneToEntry mirrors only the durable rune ID
// into the proved current-equipment field. The field must be cleared when the
// durable state is absent so an old raw row cannot resurrect a removed rune.
func currentApplyEquipmentEffectRuneToEntry(entry *currentItemListEntry, extra map[string]string) {
if entry == nil || currentEquipmentEffectRuneWireOffset+2 > len(entry.data) {
return
}
runeID := sceneInventoryExtraUint16(extra, "equipment_effect_id")
binary.LittleEndian.PutUint16(
entry.data[currentEquipmentEffectRuneWireOffset:currentEquipmentEffectRuneWireOffset+2],
runeID,
)
}
type currentEquipmentEffectCatalog struct {
catalog *pvfDungeonDropCatalog
}
func (c currentEquipmentEffectCatalog) ResolveEquipmentEffectItem(itemID uint32) (dnfequipmenteffect.ItemDefinition, error) {
if c.catalog == nil {
return dnfequipmenteffect.ItemDefinition{}, errors.New("runtime PVF catalog unavailable")
}
definition, err := c.catalog.ResolveItem(itemID)
if err != nil {
return dnfequipmenteffect.ItemDefinition{}, err
}
return dnfequipmenteffect.ItemDefinition{
IsEquipment: definition.Kind == dungeonDropItemEquipment,
EquipmentType: definition.EquipmentType,
Grade: definition.Grade,
StackableType: definition.StackableType,
EffectID: definition.EquipmentEffectID,
}, nil
}
func (s *Service) handleCurrentAddEquipmentEffect(session *gameSession, body []byte) error {
request, err := decodeCurrentAddEquipmentEffectRequest(body)
if err != nil {
s.logGameEvent(session, "game-add-equipment-effect-parse-failed", "body_len", len(body), "err", err)
return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
}
if session == nil || session.selectedCharacterID == 0 {
return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
}
repositories, ok := s.repositoryGroup()
if !ok {
return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
}
pvfCatalog, err := s.currentPVFItemCatalog()
if err != nil {
s.logGameEvent(session, "game-add-equipment-effect-pvf-unavailable", "err", err)
return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
}
owner, err := dnfequipmenteffect.NewOwner(repositories, currentEquipmentEffectCatalog{catalog: pvfCatalog})
if err != nil {
s.logGameEvent(session, "game-add-equipment-effect-owner-unavailable", "err", err)
return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
result, err := owner.Apply(ctx, dnfequipmenteffect.Command{
CharacterID: strconv.Itoa(int(session.selectedCharacterID)),
RequestedSourceSlot: request.RequestedSourceSlot,
TargetListType: request.TargetListType,
TargetSlot: request.TargetSlot,
UpdatedAt: time.Now().UTC(),
})
if err != nil {
s.logGameEvent(session, "game-add-equipment-effect-rejected",
"source_requested_slot", request.RequestedSourceSlot,
"target_list", request.TargetListType,
"target_slot", request.TargetSlot,
"err", err)
return s.sendGameUpperFailure(session, currentAddEquipmentEffectOpcode, 4)
}
// The current EXE's successful handler consumes one leading success byte
// followed by the exact 21-byte request it just sent. It does not accept a
// synthetic item-id response here.
if err := s.sendGameUpperSuccess(session, currentAddEquipmentEffectOpcode, request.RawBody); err != nil {
return err
}
s.logGameEvent(session, "game-add-equipment-effect-success",
"char_id", result.CharacterID,
"source_requested_slot", result.RequestedSourceSlot,
"source_slot", result.SourceSlot,
"source_recovered", result.SourceRecovered,
"source_item_id", result.SourceItemID,
"source_remaining", result.SourceRemainingCount,
"target_slot", result.TargetSlot,
"target_item_id", result.TargetItemID,
"effect_id", result.EffectID)
return s.sendSelectedIncrementalItemSlotRefreshes(session, "equipment_effect_rune", []alignedcmd.ItemSlotRefresh{
{ListType: dnfrepo.MainInventoryListType, SlotIndex: result.SourceSlot},
{ListType: result.TargetListType, SlotIndex: result.TargetSlot},
})
}