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

260 lines
11 KiB
Go

package dnfbridge
import (
"fmt"
"strings"
)
// This file owns the start-time waiting-area gate for C2S 666 (START_RAID).
//
// WHY THIS EXISTS, AND WHY IT MUST NOT BE DELETED WHEN ALIGNING WITH 86JP
// ----------------------------------------------------------------------
// The reference server has NO equivalent check: neither 86JP tree contains a
// single town/area test in its start-raid handler, and the only readiness
// re-check 86JP has is _86ref's "+3 seconds later, verify the whole roster is
// ready again" timer. This gate is therefore a deliberate EXTRA line of defence
// on our side, not a port. Do not remove it as "not in the reference".
//
// The failure it prevents was measured on 2026-09-20 (raid 1507329, channel 23):
// the leader stood in the Anton waiting area and pressed 开始 while the second
// member was still on the public deck (BattleShip_Main, area 1, instance 0).
// The server accepted the start and activated the raid phase, and THAT member's
// client stopped dispatching 0.24 s after the phase-activation burst -- the last
// line of 90CN_trace.log is 23 ms before the first storm packet -- and then went
// into a pure UDP retransmit storm: 17,320,521 datagrams in 273 seconds
// (~63,400/s), payload pinned at the same 9 bytes with the inner counter frozen
// at 0, and zero TCP commands for the rest of the connection's life until the
// socket was force-closed. The control experiment proved the trigger: with BOTH
// members standing in the waiting area the storm never appears.
//
// A same-channel member is not enough: the deck (area 1) and the waiting area
// (area 2) are both channel 23 and both town 19, and they are separated by the
// instance key as well (the waiting area is registered with InstanceKey ==
// RaidKey, the deck with 0 -- see EnterArea in town_move.go). The test below
// therefore reads area AND instance AND town, never the channel alone.
const (
// The text is composed server-side from the roster's own character names, so
// it names who the leader is waiting for. Every member of the raid receives
// it, not only the leader: the member who is out of position is the one who
// has to walk in. Each name is wrapped in <> as the operator specified.
currentRaidStartWaitingAreaNoticePrefix = "还有队员未在攻坚等候区,无法开始攻坚。未进入等候区的队员:"
// The overlay is the only notice surface whose colour the server controls
// (client_notice.go), so this is the red the operator asked for.
//
// Measured 2026-09-20 against the deployed DLL: the colour does NOT reach the
// screen yet, because 90CN.dll's notice path carries no colour at all --
// LuaClientNotice is {length, style, text} (90CN.cpp:871) and its overlay
// painter hardcodes SetTextColor(dc, RGB(255,248,224)) (90CN.cpp:6684). What
// the operator sees today is the native magenta line below, which is the
// client's own colour for that message type and cannot be overridden from the
// server. This field stays red so it takes effect the moment the DLL honours
// it; see the report note for the one-line DLL change that would do it.
currentRaidStartWaitingAreaNoticeColor = uint32(0xFFFF0000)
currentRaidStartWaitingAreaNoticeSource = "raid_start_member_not_in_waiting_area"
)
// runtimeRaidTownSpecForOwnerMode maps the raid owner the start command is being
// served for to the town its waiting area lives in. It mirrors
// currentRaidTownSpecForSession, but takes the owner instead of a session: the
// gate has to describe the whole roster's destination, and a member's own
// session may already be in the wrong place -- that is exactly what is being
// tested.
func runtimeRaidTownSpecForOwnerMode(mode byte) (runtimeRaidTownSpec, bool) {
switch mode {
case runtimeRaidOwnerAnton:
return runtimeRaidTownSpec{
townID: currentAntonRaidTownID,
areaID: currentAntonRaidAreaID,
waitingArea: currentAntonRaidWaitingAreaID,
ownerName: "anton",
}, true
case runtimeRaidOwnerLuke:
return runtimeRaidTownSpec{
townID: currentLukeRaidTownID,
areaID: currentLukeRaidAreaID,
waitingArea: currentLukeRaidWaitingAreaID,
ownerName: "luke",
}, true
default:
return runtimeRaidTownSpec{}, false
}
}
// runtimeRaidMemberWaitingAreaStanding reports whether one member currently
// counts as standing in this raid's waiting area, plus the evidence for the log.
//
// A missing presence row is NOT the waiting area: the member is then between
// scenes (the raid channel's Seria room, a portal walk) or on a connection that
// suppressed its registration, and the start would pull that client into the
// activation burst exactly like a member on the deck. The diagnostic line
// records where the member actually was, so a rejection is always explainable
// after the fact.
func (s *Service) runtimeRaidMemberWaitingAreaStanding(
spec runtimeRaidTownSpec,
raidKey uint32,
characterID uint16,
) (bool, string) {
if s == nil || s.onlinePlayers == nil || characterID == 0 {
return false, "presence_registry_unavailable"
}
presence, ok := s.onlinePlayers.PlayerForCharacter(characterID)
if !ok {
return false, "presence_row_absent"
}
if presence.TownID != byte(spec.townID) {
return false, fmt.Sprintf("town=%d area=%d instance=%d", presence.TownID, presence.AreaID, presence.InstanceKey)
}
if presence.AreaID != spec.waitingArea {
return false, fmt.Sprintf("town=%d area=%d instance=%d", presence.TownID, presence.AreaID, presence.InstanceKey)
}
if raidKey == 0 || presence.InstanceKey != raidKey {
return false, fmt.Sprintf("town=%d area=%d instance=%d", presence.TownID, presence.AreaID, presence.InstanceKey)
}
return true, fmt.Sprintf("town=%d area=%d instance=%d", presence.TownID, presence.AreaID, presence.InstanceKey)
}
// runtimeRaidMembersOutsideWaitingArea lists the frozen members that are not
// standing in the raid's waiting area, in roster order.
//
// A member with no bound session is never listed: a client that is not there
// cannot be pulled into the activation burst, and the first start already
// refuses an offline member through validateRuntimeRaidRosterReady. Blocking the
// start on an absent client would only strand a raid whose member dropped
// between phases -- which the raid lifecycle already tolerates elsewhere
// (RewardSkippedMembers).
func (s *Service) runtimeRaidMembersOutsideWaitingArea(
state runtimeRaidState,
spec runtimeRaidTownSpec,
) []runtimeRaidMemberState {
outside := make([]runtimeRaidMemberState, 0, len(state.FrozenMembers))
for _, member := range state.FrozenMembers {
if member.CharID == 0 {
continue
}
if _, online := s.onlineGameSession(member.CharID); !online {
continue
}
if standing, _ := s.runtimeRaidMemberWaitingAreaStanding(spec, state.RaidKey, member.CharID); standing {
continue
}
outside = append(outside, member)
}
return outside
}
// runtimeRaidWaitingAreaNoticeText composes the refusal: the fixed sentence
// followed by the names of the members that are not in the area, in roster
// order, each wrapped in <> as the operator specified.
func runtimeRaidWaitingAreaNoticeText(members []runtimeRaidMemberState) string {
var builder strings.Builder
builder.WriteString(currentRaidStartWaitingAreaNoticePrefix)
for _, member := range members {
name := strings.TrimSpace(member.Name)
if name == "" {
// A roster row always carries a name (see
// newRuntimeRaidMemberLocked); this only keeps a nameless row from
// silently producing a sentence with nothing after it.
name = fmt.Sprintf("角色%d", member.CharID)
}
builder.WriteString("<")
builder.WriteString(name)
builder.WriteString(">")
}
return builder.String()
}
// broadcastRuntimeRaidStartNotice sends one notice to every member of the raid.
//
// It reuses the two notice channels the tree already has for "the server
// refused, and the client's own message table has no line for it": the DLL-owned
// overlay (the only surface whose color the server controls, so the text can be
// red) followed by the native magenta 系统 tab line, exactly as
// sendCurrentDungeonEntryItemMissingFailure and the auto-complete refusals do
// (quest_auto_complete.go). Nothing new is invented here.
func (s *Service) broadcastRuntimeRaidStartNotice(state runtimeRaidState, text string, source string) {
if s == nil || text == "" {
return
}
for _, member := range state.FrozenMembers {
if member.CharID == 0 {
continue
}
session, online := s.onlineGameSession(member.CharID)
if !online || session == nil || session.conn == nil {
continue
}
if err := s.sendNotice(session, noticeRequest{
Surface: noticeSurfaceOverlay,
Text: text,
Color: currentRaidStartWaitingAreaNoticeColor,
Source: source,
}); err != nil {
s.logGameEvent(session, "game-raid-start-waiting-area-notice-failed",
"char_id", member.CharID,
"source", source,
"surface", noticeSurfaceOverlay.Name,
"error", err)
}
if err := s.sendNotice(session, noticeRequest{
Surface: noticeSurfaceSystemMagenta,
Text: text,
Source: source + "_fallback",
}); err != nil {
s.logGameEvent(session, "game-raid-start-waiting-area-notice-failed",
"char_id", member.CharID,
"source", source,
"surface", noticeSurfaceSystemMagenta.Name,
"error", err)
}
}
}
// rejectRuntimeRaidStartOutsideWaitingArea answers one refused C2S 666: the
// reservation is rolled back first (the start must not stay half-open), then the
// leader's own command is failed with the generic envelope, and then every
// member gets the red reason. stage names which start boundary refused
// (initial_start or next_phase_start) so the two are distinguishable in the log.
func (s *Service) rejectRuntimeRaidStartOutsideWaitingArea(
session *gameSession,
typ uint16,
reservation runtimeRaidStartReservation,
state runtimeRaidState,
spec runtimeRaidTownSpec,
outside []runtimeRaidMemberState,
stage string,
) error {
names := make([]string, 0, len(outside))
positions := make([]string, 0, len(outside))
for _, member := range outside {
_, evidence := s.runtimeRaidMemberWaitingAreaStanding(spec, state.RaidKey, member.CharID)
name := strings.TrimSpace(member.Name)
if name == "" {
name = fmt.Sprintf("角色%d", member.CharID)
}
names = append(names, fmt.Sprintf("%d:%s", member.CharID, name))
positions = append(positions, fmt.Sprintf("%d:%s", member.CharID, evidence))
}
s.logGameEvent(session, "game-raid-start-waiting-area-rejected",
"type", typ,
"raid_key", state.RaidKey,
"source_char_id", session.selectedCharacterID,
"stage", stage,
"owner", spec.ownerName,
"waiting_town_id", spec.townID,
"waiting_area_id", spec.waitingArea,
"waiting_instance_key", state.RaidKey,
"roster_size", len(state.FrozenMembers),
"outside_count", len(outside),
"outside_members", strings.Join(names, ","),
"outside_positions", strings.Join(positions, ","),
"notice_text_prefix", currentRaidStartWaitingAreaNoticePrefix,
"reason", "member_not_standing_in_the_raid_waiting_area")
s.cancelRuntimeRaidStart(reservation)
s.broadcastRuntimeRaidStartNotice(
state,
runtimeRaidWaitingAreaNoticeText(outside),
currentRaidStartWaitingAreaNoticeSource+"_"+stage,
)
return s.sendRaidCommandFailure(session, typ)
}