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
125 lines
4.9 KiB
Go
125 lines
4.9 KiB
Go
package dnfbridge
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import (
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"context"
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"fmt"
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"math"
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"strconv"
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"time"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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)
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// fiendWarRetryReceiptValueKey is the settings key under which the retry-ticket
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// refund records that it already paid this attempt.
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const fiendWarRetryReceiptValueKey = "fiendwar_retry_v1"
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// grantRuntimeFiendWarRetry is the native failed-run ticket refund: when a Fiend
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// War run fails, every member that paid the entry ticket gets it back, once.
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//
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// The receipt scope carries the immutable attempt identity (raid key, start
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// attempt, lifecycle start instant), so a replayed timeout/failure callback is
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// read-only and a later run cannot reuse an earlier receipt. That is the whole
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// reason the scope is built from state rather than from a counter.
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func (s *Service) grantRuntimeFiendWarRetry(state runtimeRaidState, now time.Time) error {
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if state.RaidMode != runtimeRaidOwnerFiendWar || state.FiendWarConfig == nil ||
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!state.FiendWarConfig.Retry || state.StartAttempt == 0 || len(state.ChargedMembers) == 0 {
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return nil
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}
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items, err := s.currentPVFItemCatalog()
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if err != nil {
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return err
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}
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definition, err := items.ResolveItem(state.FiendWarConfig.RetryItem.ItemID)
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if err != nil {
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return err
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}
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definition, err = currentPVFItemDefinitionForGrantAt(definition, now)
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if err != nil {
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return err
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.RaidRewards == nil {
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return errRuntimeRaidRewardRepository
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}
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ids := make([]string, 0, len(state.ChargedMembers))
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refreshes := make([]runtimeRaidRewardInventoryRefresh, 0, len(state.ChargedMembers))
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for _, id := range state.ChargedMembers {
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ids = append(ids, strconv.Itoa(int(id)))
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}
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scope := fmt.Sprintf("fiendwar_retry:v1:%08x:%x:%x", state.RaidKey, state.StartAttempt, uint64(state.Lifecycle.StartedAt.UnixNano()))
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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err = repositories.RaidRewards.WithinRaidRewards(ctx, ids, scope, func(inventories dnfrepo.InventoryRepository, receipts dnfrepo.SettingsRepository) error {
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record, found, err := receipts.Load(ctx, scope)
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if err != nil {
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return err
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}
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if found && record.Values[fiendWarRetryReceiptValueKey] != "" {
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return nil
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}
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for index, id := range ids {
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inventory, found, err := inventories.Load(ctx, id)
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if err != nil {
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return err
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}
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if !found {
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return fmt.Errorf("%w: character=%s inventory missing", errRuntimeRaidRewardGrant, id)
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}
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// 本服务端把"主背包已解锁到第几格"做成了必填参数,漏传会把道具放进
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// 客户端不渲染的扩展格 —— 见 cera_shop_grant.go 里那段注释(15 个调用点
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// 曾静默不传)。这里按攻坚结算发奖的既有做法取当前角色的放置上限,与
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// raid_reward_runtime.go 的 grantCurrentCeraShopProduct 调用一致。
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slots, err := grantCurrentCeraShopProduct(
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&inventory,
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definition,
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state.FiendWarConfig.RetryItem.Count,
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s.currentInventoryPlacementMainSlotCount(ctx, &inventory, id),
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)
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if err != nil {
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return err
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}
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refresh := make([]int16, 0, len(slots))
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for _, slot := range slots {
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if slot <= math.MaxInt16 {
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refresh = append(refresh, int16(slot))
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}
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}
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refreshes = append(refreshes, runtimeRaidRewardInventoryRefresh{CharacterID: state.ChargedMembers[index], Slots: refresh})
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inventory.UpdatedAt = now
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if err := dnfrepo.SaveInventoryFields(ctx, inventories, inventory, dnfrepo.InventoryFieldSlots); err != nil {
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return err
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}
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}
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if record.Values == nil {
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record.Values = map[string]string{}
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}
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record.Scope = scope
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record.Values[fiendWarRetryReceiptValueKey] = fmt.Sprintf("raid=%d;attempt=%d;started=%d;item=%d;count=%d", state.RaidKey, state.StartAttempt, state.Lifecycle.StartedAt.UnixNano(), state.FiendWarConfig.RetryItem.ItemID, state.FiendWarConfig.RetryItem.Count)
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record.UpdatedAt = now
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return receipts.Save(ctx, record)
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})
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if err == nil && len(refreshes) != 0 {
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err = s.sendRuntimeRaidSettlementInventoryRefreshes(refreshes)
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}
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return err
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}
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// scheduleRuntimeFiendWarRetry retries the refund once after a second. The
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// caller reaches it when the grant itself failed (typically the reward
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// repository was momentarily unavailable), so this is a single retry, not a
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// loop: a second failure is logged and the attempt keeps its unspent receipt,
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// which a later run's callback can still claim.
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func (s *Service) scheduleRuntimeFiendWarRetry(state runtimeRaidState, now time.Time) {
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queue := s.ensureGameplayTimeQueue()
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if queue == nil {
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return
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}
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name := fmt.Sprintf("fiendwar-retry:%d:%d", state.RaidKey, state.StartAttempt)
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_ = queue.ScheduleAfter(name, time.Second, func(due time.Time) {
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if err := s.grantRuntimeFiendWarRetry(state, due); err != nil {
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s.logPacketEvent("game-fiendwar-retry-ticket-grant-retry-failed", "raid_key", state.RaidKey, "error", err)
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}
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})
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}
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