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
342 lines
14 KiB
Go
342 lines
14 KiB
Go
package dnfbridge
|
|
|
|
import (
|
|
"context"
|
|
"encoding/binary"
|
|
"encoding/hex"
|
|
"os"
|
|
"strconv"
|
|
"strings"
|
|
"time"
|
|
|
|
"longheng.io/server/internal/modules/dnf/dnfenum"
|
|
)
|
|
|
|
// Personal teleport (个人传送, C2S op470) shares the teleport countdown table with
|
|
// the party teleport, but it does NOT share the party teleport's timer entry.
|
|
//
|
|
// The client keeps every teleport countdown in one table: four 0x1C-byte entries
|
|
// at [0x52B5BB0]+0x679C, reached through Cooldown::Start (VA 0x024A08E0):
|
|
//
|
|
// sub eax, 4 / jge return ; index >= 4 is dropped
|
|
// lea edx, [eax*8]; sub edx, eax ; stride 7 dwords = 0x1C
|
|
// lea esi, [ecx + edx*4 + 0x679C] ; &table[index]
|
|
// imul eax, [ebp+0xC], 0x3E8 ; seconds -> milliseconds
|
|
//
|
|
// Exactly four call sites arm that table, and only one of them can arm an entry
|
|
// the client did not choose for itself:
|
|
//
|
|
// 0x01D55B08 the S2C 378 reader -> StartTimer(packet index, packet seconds)
|
|
// 0x01D867B1 the S2C 377 reader -> StartTimer(0, user[+0x1198])
|
|
// 0x011D9B71 the op470 side -> StartTimer(user[+0x1194], user[+0x1198])
|
|
// 0x01D0DD94 (index 0 reset) -> StartTimer(0, stack value)
|
|
//
|
|
// The two self-arm sites take the countdown LENGTH from the local user object
|
|
// (user[+0x1198], populated from character data +0x104C). That value is zero in
|
|
// live play: the 2026-09-12 party-teleport capture (tools/partydlg_trace, which
|
|
// hooks Cooldown::Start itself) recorded 40 calls of `index=0 seconds=0` and no
|
|
// arm with a real length. That is exactly why the party chain had to publish its
|
|
// 600 s through S2C 378, and it is why the personal teleport currently has no
|
|
// cooldown at all: nothing ever arms its entry with a non-zero length.
|
|
const (
|
|
// currentSoloTeleportCooldownOpcode is S2C 378, the same packet the party
|
|
// chain publishes. Contract: `u8 count`, then per entry `u8 index` +
|
|
// `u32 seconds`. The reader (VA 0x01D55AA0, registered at 0x01D7F108 with
|
|
// `push 0x1D55AA0; push 0x17A`) applies StartTimer for index 0 and for
|
|
// index 2/3 only - index 1 fails its `lea ecx,[eax-2]; cmp cl,1; ja skip`
|
|
// guard and is silently dropped.
|
|
currentSoloTeleportCooldownOpcode = currentPartyTeleportCooldownOpcode
|
|
|
|
// currentSoloTeleportCooldownSeconds is the retail personal-teleport lock:
|
|
// five minutes, the value the town-menu entry counts down and the op470
|
|
// request gate refuses on.
|
|
currentSoloTeleportCooldownSeconds uint32 = 300
|
|
|
|
// currentSoloTeleportFailureOpcode is S2C 470 - the opcode's own failure
|
|
// callback, not an invented error code. The reader registered for op470 in
|
|
// the game dispatcher (VA 0x01D39A20, registered at 0x01D515F3 with
|
|
// `push 0x1D39A20; push 0x1D6`) reads no body at all and unconditionally
|
|
// shows its generic "请稍候再试" dialog (string 0x570A = 22282). The
|
|
// successful path deliberately never sends op470 - it advances the scene
|
|
// through the shared op24 owner - so this packet is free to serve as the
|
|
// server-side refusal.
|
|
currentSoloTeleportFailureOpcode uint16 = uint16(dnfenum.CmdPacketSoloTelepoart)
|
|
)
|
|
|
|
// currentSoloTeleportCooldownDefaultIndices are the S2C 378 entries the personal
|
|
// teleport owns.
|
|
//
|
|
// The client itself decides which index the personal teleport uses: the op470
|
|
// request gate (VA 0x011D98C4) and the town-menu entry (VA 0x01F84BCF,
|
|
// 0x01F84C59) all call the same accessor (VA 0x024A4EF0), which reads the index
|
|
// out of the local user object:
|
|
//
|
|
// mov eax, [esi]; mov edx, [eax+0xB28]; push 9; call edx ; local user
|
|
// mov eax, [eax+0x1194] ; timer index
|
|
// cmp eax, 4 / jl ok / or eax, -1 ; >= 4 -> "always cooling"
|
|
// lea ecx, [eax*8]; sub ecx, eax; lea ecx, [esi+ecx*4+0x679C]
|
|
// jmp 0x03508360 ; remaining milliseconds
|
|
//
|
|
// That field is copied from character data (+0x1048) at VA 0x0230D640. Its two
|
|
// possible personal values are what the town-menu entry turns into a label
|
|
// (VA 0x01F84C06):
|
|
//
|
|
// test esi, esi / je -> push 0x33BF (=13247 "组队传送") ; index 0
|
|
// add esi, -2 / cmp esi, 1 / ja skip
|
|
// push 0x33C2 (=13250 "个人传送") ; index 2 or 3
|
|
//
|
|
// so index 0 belongs to 组队传送 and 2/3 to 个人传送, and the same {0,2,3} set is
|
|
// what the S2C 378 reader accepts. The client treats 2 and 3 as one feature -
|
|
// one label, one tooltip (string 0x33BE), one shared cooldown query - so the
|
|
// server arms both and never touches index 0, which stays reserved for the party
|
|
// chain's 600 s.
|
|
var currentSoloTeleportCooldownDefaultIndices = []byte{2, 3}
|
|
|
|
// currentSoloTeleportCooldownIndicesEnv optionally overrides which S2C 378
|
|
// entries are armed, so an operator can pin the exact entry a client uses
|
|
// (Cooldown::Start logs `index=` for every arm, see tools/partydlg_trace) without
|
|
// a rebuild. `off` (or an empty list) disables the publish and the gate.
|
|
const currentSoloTeleportCooldownIndicesEnv = "DNF90_SOLO_TELEPORT_COOLDOWN_INDICES"
|
|
|
|
// currentSoloTeleportCooldownIndices resolves the entries to arm. Only the three
|
|
// indices the client's own reader accepts (0, 2, 3) are honoured; index 1 is
|
|
// dropped because the client drops it.
|
|
func currentSoloTeleportCooldownIndices() []byte {
|
|
raw := strings.TrimSpace(os.Getenv(currentSoloTeleportCooldownIndicesEnv))
|
|
if raw == "" {
|
|
return currentSoloTeleportCooldownDefaultIndices
|
|
}
|
|
if strings.EqualFold(raw, "off") || strings.EqualFold(raw, "none") {
|
|
return nil
|
|
}
|
|
indices := make([]byte, 0, 4)
|
|
seen := make(map[byte]struct{}, 4)
|
|
for _, field := range strings.Split(raw, ",") {
|
|
field = strings.TrimSpace(field)
|
|
if field == "" {
|
|
continue
|
|
}
|
|
value, err := strconv.ParseUint(field, 0, 16)
|
|
if err != nil || !currentSoloTeleportCooldownIndexAccepted(byte(value)) {
|
|
continue
|
|
}
|
|
index := byte(value)
|
|
if _, duplicate := seen[index]; duplicate {
|
|
continue
|
|
}
|
|
seen[index] = struct{}{}
|
|
indices = append(indices, index)
|
|
}
|
|
return indices
|
|
}
|
|
|
|
// currentSoloTeleportCooldownIndexAccepted reports whether the client's S2C 378
|
|
// reader would actually apply an entry for this index: 0 and 2/3 pass its
|
|
// `test al,al / je apply` and `lea ecx,[eax-2]; cmp cl,1; ja skip` guards, while
|
|
// index 1 and anything above 3 is dropped.
|
|
func currentSoloTeleportCooldownIndexAccepted(index byte) bool {
|
|
return index == 0 || index == 2 || index == 3
|
|
}
|
|
|
|
// buildCurrentSoloTeleportCooldownBody lays out one S2C 378 body: `u8 count`
|
|
// followed by `count` entries of `u8 index` + `u32 seconds`.
|
|
func buildCurrentSoloTeleportCooldownBody(indices []byte, seconds uint32) []byte {
|
|
body := make([]byte, 0, 1+len(indices)*5)
|
|
body = append(body, byte(len(indices)))
|
|
var encoded [4]byte
|
|
binary.LittleEndian.PutUint32(encoded[:], seconds)
|
|
for _, index := range indices {
|
|
body = append(body, index)
|
|
body = append(body, encoded[:]...)
|
|
}
|
|
return body
|
|
}
|
|
|
|
// currentSoloTeleportClock returns the clock the cooldown is measured against.
|
|
func (s *Service) currentSoloTeleportClock() time.Time {
|
|
if s != nil && s.soloTeleportClock != nil {
|
|
return s.soloTeleportClock()
|
|
}
|
|
return time.Now()
|
|
}
|
|
|
|
// currentSoloTeleportCooldownRemaining reports how much of the character's
|
|
// personal-teleport cooldown is left. The lock is per CHARACTER, never per
|
|
// account: the client's countdown lives on the logged-in user object, so two
|
|
// characters on one account each keep their own.
|
|
func (s *Service) currentSoloTeleportCooldownRemaining(characterID uint16) (time.Duration, bool) {
|
|
if s == nil || characterID == 0 {
|
|
return 0, false
|
|
}
|
|
now := s.currentSoloTeleportClock()
|
|
s.soloTeleportCooldownMu.Lock()
|
|
defer s.soloTeleportCooldownMu.Unlock()
|
|
until, tracked := s.soloTeleportCooldownUntil[characterID]
|
|
if !tracked {
|
|
return 0, false
|
|
}
|
|
if !until.After(now) {
|
|
// Expired entries are dropped so the map cannot grow without bound.
|
|
delete(s.soloTeleportCooldownUntil, characterID)
|
|
return 0, false
|
|
}
|
|
return until.Sub(now), true
|
|
}
|
|
|
|
// armCurrentSoloTeleportCooldown starts (or restarts) the character's
|
|
// personal-teleport cooldown.
|
|
func (s *Service) armCurrentSoloTeleportCooldown(characterID uint16) time.Time {
|
|
if s == nil || characterID == 0 {
|
|
return time.Time{}
|
|
}
|
|
until := s.currentSoloTeleportClock().Add(
|
|
time.Duration(currentSoloTeleportCooldownSeconds) * time.Second)
|
|
s.soloTeleportCooldownMu.Lock()
|
|
defer s.soloTeleportCooldownMu.Unlock()
|
|
if s.soloTeleportCooldownUntil == nil {
|
|
s.soloTeleportCooldownUntil = make(map[uint16]time.Time, 2)
|
|
}
|
|
s.soloTeleportCooldownUntil[characterID] = until
|
|
return until
|
|
}
|
|
|
|
// clearCurrentSoloTeleportCooldown releases the character's cooldown. It exists
|
|
// for regression tests and for the explicit "the character left" lifecycle; the
|
|
// cooldown itself survives scene transitions.
|
|
func (s *Service) clearCurrentSoloTeleportCooldown(characterID uint16) {
|
|
if s == nil || characterID == 0 {
|
|
return
|
|
}
|
|
s.soloTeleportCooldownMu.Lock()
|
|
defer s.soloTeleportCooldownMu.Unlock()
|
|
delete(s.soloTeleportCooldownUntil, characterID)
|
|
}
|
|
|
|
// publishCurrentSoloTeleportCooldown arms the client's own personal-teleport
|
|
// countdown. Without it the town-menu entry never counts down and the op470
|
|
// request gate never refuses, because both read the same timer entry and nothing
|
|
// else in the client can arm it (see the call-site list above).
|
|
func (s *Service) publishCurrentSoloTeleportCooldown(
|
|
session *gameSession,
|
|
characterID uint16,
|
|
source string,
|
|
) {
|
|
indices := currentSoloTeleportCooldownIndices()
|
|
if len(indices) == 0 {
|
|
s.logGameEvent(session, "game-town-solo-teleport-cooldown-disabled",
|
|
"char_id", characterID,
|
|
"source", source)
|
|
return
|
|
}
|
|
body := buildCurrentSoloTeleportCooldownBody(indices, currentSoloTeleportCooldownSeconds)
|
|
if err := s.sendGameUpperRawClassCodec(
|
|
session, currentSoloTeleportCooldownOpcode, body, 0, true); err != nil {
|
|
s.logGameEvent(session, "game-town-solo-teleport-cooldown-send-failed",
|
|
"char_id", characterID,
|
|
"error", err,
|
|
"source", source)
|
|
return
|
|
}
|
|
s.logGameEvent(session, "game-town-solo-teleport-cooldown-published",
|
|
"char_id", characterID,
|
|
"msg_id", currentSoloTeleportCooldownOpcode,
|
|
"body_hex", hex.EncodeToString(body),
|
|
"indices", currentSoloTeleportCooldownIndexLog(indices),
|
|
"seconds", currentSoloTeleportCooldownSeconds,
|
|
"source", source)
|
|
}
|
|
|
|
// refuseCurrentSoloTeleportDuringCooldown answers a request that arrived inside
|
|
// the cooldown window.
|
|
//
|
|
// The client normally never sends this request: its own gate (VA 0x011D98C4,
|
|
// `call 0x024A4EF0` then `push 0x8D3E`) refuses locally and shows string
|
|
// 0x8D3E = 36158 "个人传送功能正在冷却中" before op470 is written. A request can
|
|
// still arrive from a client that ignored that gate, so the server refuses it
|
|
// through the opcode's own failure callback instead of moving the character.
|
|
func (s *Service) refuseCurrentSoloTeleportDuringCooldown(
|
|
session *gameSession,
|
|
request currentSoloTeleportRequest,
|
|
remaining time.Duration,
|
|
) {
|
|
body := []byte{0}
|
|
if err := s.sendGameUpperRawClassCodec(
|
|
session, currentSoloTeleportFailureOpcode, body, 0, true); err != nil {
|
|
s.logGameEvent(session, "game-town-solo-teleport-cooldown-refusal-send-failed",
|
|
"char_id", session.selectedCharacterID,
|
|
"error", err)
|
|
return
|
|
}
|
|
s.logGameEvent(session, "game-town-solo-teleport-cooldown-blocked",
|
|
"char_id", session.selectedCharacterID,
|
|
"town_id", request.TownID,
|
|
"area_id", request.AreaID,
|
|
"remaining_ms", remaining.Milliseconds(),
|
|
"msg_id", currentSoloTeleportFailureOpcode,
|
|
"body_hex", hex.EncodeToString(body),
|
|
"source", "current_exe_op470_request_inside_server_cooldown")
|
|
}
|
|
|
|
// armCurrentSoloTeleportCooldownAfterMove arms the cooldown only when the shared
|
|
// op36 owner actually landed the destination.
|
|
//
|
|
// The shared owner reports every refusal as a nil error (it logs a
|
|
// `game-town-set-user-area-blocked` reason instead), so success is read back from
|
|
// the durable location: a refused or redirected destination must not punish the
|
|
// player with a five-minute lock.
|
|
func (s *Service) armCurrentSoloTeleportCooldownAfterMove(
|
|
session *gameSession,
|
|
request currentSoloTeleportRequest,
|
|
) {
|
|
if session == nil || session.selectedCharacterID == 0 {
|
|
return
|
|
}
|
|
repositories, ok := s.repositoryGroup()
|
|
if !ok || repositories.Character == nil {
|
|
return
|
|
}
|
|
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
|
|
defer cancel()
|
|
character, found, err := repositories.Character.Load(
|
|
ctx, strconv.FormatUint(uint64(session.selectedCharacterID), 10))
|
|
if err != nil || !found || character.Stats == nil {
|
|
s.logGameEvent(session, "game-town-solo-teleport-cooldown-not-armed",
|
|
"char_id", session.selectedCharacterID,
|
|
"reason", "selected_character_location_unavailable",
|
|
"error", err)
|
|
return
|
|
}
|
|
if character.Stats["town_id"] != int64(request.TownID) ||
|
|
character.Stats["area_id"] != int64(request.AreaID) {
|
|
s.logGameEvent(session, "game-town-solo-teleport-cooldown-not-armed",
|
|
"char_id", session.selectedCharacterID,
|
|
"reason", "destination_not_committed",
|
|
"requested_town_id", request.TownID,
|
|
"requested_area_id", request.AreaID,
|
|
"stored_town_id", character.Stats["town_id"],
|
|
"stored_area_id", character.Stats["area_id"])
|
|
return
|
|
}
|
|
until := s.armCurrentSoloTeleportCooldown(session.selectedCharacterID)
|
|
s.publishCurrentSoloTeleportCooldown(
|
|
session, session.selectedCharacterID, "current_exe_op470_move_committed")
|
|
s.logGameEvent(session, "game-town-solo-teleport-cooldown-armed",
|
|
"char_id", session.selectedCharacterID,
|
|
"town_id", request.TownID,
|
|
"area_id", request.AreaID,
|
|
"until_unix_ms", until.UnixMilli(),
|
|
"seconds", currentSoloTeleportCooldownSeconds)
|
|
}
|
|
|
|
// currentSoloTeleportCooldownIndexLog renders the armed entries for one log line.
|
|
func currentSoloTeleportCooldownIndexLog(indices []byte) string {
|
|
if len(indices) == 0 {
|
|
return "[]"
|
|
}
|
|
parts := make([]string, 0, len(indices))
|
|
for _, index := range indices {
|
|
parts = append(parts, strconv.Itoa(int(index)))
|
|
}
|
|
return "[" + strings.Join(parts, " ") + "]"
|
|
}
|