Files
90CNServer/server/internal/modules/dnf/pvp/arcade.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

124 lines
4.3 KiB
Go

package pvp
import (
"context"
"crypto/sha256"
"encoding/binary"
"fmt"
"strings"
"time"
repo "longheng.io/server/internal/modules/dnf/repository"
)
// sub_1093C00 checks complete Windbell quest chains, not event IDs.
func ArcadeTrainingCompleted(quests repo.QuestRecord) bool {
for _, chain := range [][2]int64{{2670, 2674}, {2675, 2678}} {
complete := true
for id := chain[0]; id <= chain[1]; id++ {
state, exists := quests.States[id]
if !exists {
state = quests.Progress[id]
}
complete = complete && strings.EqualFold(strings.TrimSpace(state.Status), "completed")
}
if complete {
return true
}
}
return false
}
func SaveFatigueAcceleration(ctx context.Context, repos repo.Group, accountID, characterID string, enabled bool, now time.Time) error {
if repos.CharacterSettlement == nil {
return fmt.Errorf("fatigue preference transaction unavailable")
}
return repos.CharacterSettlement.WithinCharacterSettlement(ctx, characterID, func(tx repo.Group) error {
character, found, err := tx.Character.Load(ctx, characterID)
if err != nil {
return err
}
if !found || character.AccountID != accountID {
return fmt.Errorf("fatigue preference character ownership mismatch")
}
character = repo.CloneCharacter(character)
if character.Stats == nil {
character.Stats = make(map[string]int64)
}
character.Stats["fatigue_acceleration"] = 0
if enabled {
character.Stats["fatigue_acceleration"] = 1
}
character.UpdatedAt = now
return repo.SaveCharacterFields(ctx, tx.Character, character, repo.CharacterFieldStats)
})
}
type ArcadeReward struct {
Experience uint32
Gold uint32
}
type ArcadeRewardSnapshot struct {
Character repo.CharacterRecord
Skill repo.SkillRecord
Reward ArcadeReward
}
type ArcadeRewardPlanner func(repo.CharacterRecord, repo.SkillRecord) (ArcadeRewardSnapshot, error)
// ApplyArcadeReward commits the progression, wallet and receipt together.
// The bridge supplies a PVF-backed plan and publishes only after this returns.
func ApplyArcadeReward(ctx context.Context, repos repo.Group, accountID, characterID, receipt string, plan ArcadeRewardPlanner, now time.Time) (ArcadeRewardSnapshot, error) {
var result ArcadeRewardSnapshot
if repos.CharacterSettlement == nil || receipt == "" || plan == nil {
return result, fmt.Errorf("arcade reward transaction unavailable")
}
digest := sha256.Sum256([]byte(receipt))
err := repos.CharacterSettlement.WithinCharacterSettlement(ctx, characterID, func(tx repo.Group) error {
character, found, err := tx.Character.Load(ctx, characterID)
if err != nil {
return err
}
if !found || character.AccountID != accountID {
return fmt.Errorf("arcade reward character ownership mismatch")
}
skill, found, err := tx.Skill.Load(ctx, characterID)
if err != nil {
return err
}
if !found {
return fmt.Errorf("arcade reward skill ledger missing")
}
replay := true
for i := 0; i < 4; i++ {
value, exists := character.Stats[fmt.Sprintf("pvp_arcade_receipt_%d", i)]
replay = replay && exists && value == int64(binary.LittleEndian.Uint64(digest[i*8:]))
}
if replay {
result = ArcadeRewardSnapshot{Character: character, Skill: skill, Reward: ArcadeReward{
Experience: uint32(character.Stats["pvp_arcade_reward_exp"]), Gold: uint32(character.Stats["pvp_arcade_reward_gold"]),
}}
return nil
}
result, err = plan(repo.CloneCharacter(character), repo.CloneSkill(skill))
if err != nil {
return err
}
if result.Character.CharacterID != characterID || result.Skill.CharacterID != characterID || result.Character.AccountID != accountID || result.Character.Stats == nil {
return fmt.Errorf("invalid arcade reward plan")
}
for i := 0; i < 4; i++ {
result.Character.Stats[fmt.Sprintf("pvp_arcade_receipt_%d", i)] = int64(binary.LittleEndian.Uint64(digest[i*8:]))
}
result.Character.Stats["pvp_arcade_reward_exp"] = int64(result.Reward.Experience)
result.Character.Stats["pvp_arcade_reward_gold"] = int64(result.Reward.Gold)
result.Character.UpdatedAt, result.Skill.UpdatedAt = now, now
if err := repo.SaveCharacterFields(ctx, tx.Character, result.Character, repo.CharacterFieldBase, repo.CharacterFieldStats); err != nil {
return err
}
return repo.SaveSkillFields(ctx, tx.Skill, result.Skill, repo.SkillFieldPoints)
})
return result, err
}