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

78 lines
2.9 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"fmt"
"sort"
"strconv"
"longheng.io/server/internal/modules/dnf/dnfenum"
)
// sendSelectedEquippedEquipmentEffectRuneRefresh sends the complete current
// list-3 row for equipped weapons with a persisted effect rune. Mode-1 creates
// the ordinary equipment object, while this accepted op14 path hydrates the
// object's rune state after that creation.
func (s *Service) sendSelectedEquippedEquipmentEffectRuneRefresh(session *gameSession, source string) error {
if session == nil || session.selectedCharacterID == 0 {
return fmt.Errorf("equipped equipment-effect refresh requires an active character")
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Equipment == nil {
return fmt.Errorf("equipped equipment-effect refresh repository is unavailable")
}
ctx, cancel := context.WithTimeout(context.Background(), currentRepositorySnapshotTimeout)
defer cancel()
characterID := strconv.Itoa(int(session.selectedCharacterID))
record, found, err := repositories.Equipment.Load(ctx, characterID)
if err != nil {
return fmt.Errorf("load equipped equipment-effect refresh: %w", err)
}
if !found {
return nil
}
entries := make([]currentItemListEntry, 0, len(record.Entries))
for _, equipped := range record.Entries {
runeID := sceneInventoryExtraUint16(equipped.Extra, "equipment_effect_id")
if runeID == 0 {
continue
}
entry, ok := currentItemListEntryFromEquipment(equipped)
if !ok {
continue
}
if got := binary.LittleEndian.Uint16(entry.data[currentEquipmentEffectRuneWireOffset : currentEquipmentEffectRuneWireOffset+2]); got != runeID {
return fmt.Errorf("equipped equipment-effect refresh rune projection mismatch slot=%d got=%d want=%d", equipped.SlotIndex, got, runeID)
}
entries = append(entries, entry)
}
if len(entries) == 0 {
s.logPacketEvent("game-upper-current-equipped-equipment-effect-rune-refresh-skipped",
"conn_id", session.connID,
"channel_id", session.channel.ID,
"source", source,
"char_id", session.selectedCharacterID,
"reason", "no_equipped_effect_runes")
return nil
}
sort.Slice(entries, func(i, j int) bool {
return binary.LittleEndian.Uint16(entries[i].data[0:2]) < binary.LittleEndian.Uint16(entries[j].data[0:2])
})
body := buildCurrentItemUpdateBody(currentSocketListEquipment, entries)
s.logPacketEvent("game-upper-current-equipped-equipment-effect-rune-refresh-send",
"conn_id", session.connID,
"channel_id", session.channel.ID,
"source", source,
"char_id", session.selectedCharacterID,
"msg_id", uint16(dnfenum.CmdPacketWalkoutPartyMember),
"classification", 0,
"list_type", currentSocketListEquipment,
"entry_count", len(entries),
"body_len", len(body),
"sequence", "mode1_created_equipment_then_effect_rune_only_op14_hydration")
return s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketWalkoutPartyMember), body, 0)
}