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

303 lines
9.8 KiB
Go

package dnfbridge
import (
"context"
"fmt"
"strconv"
"strings"
"time"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnffatigue "longheng.io/server/internal/modules/dnf/fatigue"
"longheng.io/server/internal/modules/dnf/premium"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const currentBlackDiamondNameplateStat = "black_diamond_nameplate_active"
type currentBlackDiamondSelectionResult struct {
Account dnfrepo.AccountRecord
Character dnfrepo.CharacterRecord
Found bool
Active bool
ExpiresAt time.Time
}
func (s *Service) currentBlackDiamondActive(session *gameSession) bool {
if session == nil {
return false
}
session.blackDiamondMu.RLock()
expiresAt := session.blackDiamondExpiresAt
session.blackDiamondMu.RUnlock()
return expiresAt.After(s.gameplayNow().UTC())
}
func (s *Service) setCurrentBlackDiamondExpiry(session *gameSession, expiresAt time.Time) {
if session == nil {
return
}
session.blackDiamondMu.Lock()
session.blackDiamondExpiresAt = expiresAt.UTC()
session.blackDiamondMu.Unlock()
}
func currentBlackDiamondExpiration(account dnfrepo.AccountRecord) time.Time {
expireAt := premium.BlackDiamondExpireAt(account)
if expireAt <= 0 {
return time.Time{}
}
return time.Unix(expireAt, 0).UTC()
}
// activateBlackDiamondForCharacter is the single durable entitlement owner
// shared by the payment portal and the loopback GM API. The account metadata
// and the selected character's fatigue projection commit in one repository
// transaction, which also keeps the SQLite single-connection backend free of
// transaction-external reads.
func (s *Service) activateBlackDiamondForCharacter(
ctx context.Context,
accountID string,
characterID string,
duration time.Duration,
) (currentBlackDiamondSelectionResult, error) {
var result currentBlackDiamondSelectionResult
accountID = strings.TrimSpace(accountID)
characterID = strings.TrimSpace(characterID)
if s == nil || accountID == "" || characterID == "" || duration <= 0 {
return result, fmt.Errorf("Black Diamond activation request is invalid")
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.RentalAssets == nil {
return result, fmt.Errorf("Black Diamond repositories are unavailable")
}
now := s.gameplayNow().UTC()
err := repositories.RentalAssets.WithinRentalAssets(
ctx,
accountID,
characterID,
func(accounts dnfrepo.AccountRepository, characters dnfrepo.CharacterRepository, _ dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository) error {
account, found, err := accounts.Load(ctx, accountID)
if err != nil {
return err
}
if !found {
return fmt.Errorf("Black Diamond account was not found")
}
character, found, err := characters.Load(ctx, characterID)
if err != nil {
return err
}
if !found || strings.TrimSpace(character.AccountID) != accountID {
return fmt.Errorf("Black Diamond character was not found")
}
account = dnfrepo.CloneAccount(account)
character = dnfrepo.CloneCharacter(character)
premium.Upsert(&account, premium.TypeBlackDiamondEntitlement, int64(duration/time.Second), 1, now)
if character.Stats == nil {
character.Stats = make(map[string]int64, 4)
}
desired := dnffatigue.DesiredBlackDiamondLimit(character.Stats["fatigue_limit"], true)
remaining, limit, _ := dnffatigue.ReconcileLimit(
character.Stats["fatigue"],
character.Stats["fatigue_limit"],
desired,
)
character.Stats["fatigue"], character.Stats["fatigue_limit"] = remaining, limit
account.UpdatedAt, character.UpdatedAt = now, now
if err := accounts.Save(ctx, account); err != nil {
return err
}
if err := dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats); err != nil {
return err
}
result = currentBlackDiamondSelectionResult{
Account: account, Character: character, Found: true, Active: true,
ExpiresAt: currentBlackDiamondExpiration(account),
}
return nil
},
)
if err != nil {
return currentBlackDiamondSelectionResult{}, err
}
return result, nil
}
// reconcileCurrentBlackDiamondSelection is the account/character transaction
// that closes the membership lifecycle before the select ACK is built. It
// reads only entitlement 1000 and preserves consumed fatigue while moving only
// the native 156/188 limits.
func (s *Service) reconcileCurrentBlackDiamondSelection(
ctx context.Context,
session *gameSession,
selected dnfrepo.CharacterRecord,
) (currentBlackDiamondSelectionResult, error) {
result := currentBlackDiamondSelectionResult{Character: selected}
if s == nil || session == nil || session.selectedCharacterID == 0 {
return result, nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.RentalAssets == nil {
return result, nil
}
accountID := strings.TrimSpace(s.accountIDForSession(session))
characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
if accountID == "" {
return result, nil
}
now := s.gameplayNow().UTC()
err := repositories.RentalAssets.WithinRentalAssets(
ctx,
accountID,
characterID,
func(accounts dnfrepo.AccountRepository, characters dnfrepo.CharacterRepository, _ dnfrepo.InventoryRepository, _ dnfrepo.EquipmentRepository) error {
account, found, err := accounts.Load(ctx, accountID)
if err != nil || !found {
return err
}
character, found, err := characters.Load(ctx, characterID)
if err != nil || !found {
return err
}
account = dnfrepo.CloneAccount(account)
character = dnfrepo.CloneCharacter(character)
expiresAt := currentBlackDiamondExpiration(account)
active := expiresAt.After(now)
if character.Stats == nil {
character.Stats = make(map[string]int64, 4)
}
currentLimit := character.Stats["fatigue_limit"]
desiredLimit := dnffatigue.DesiredBlackDiamondLimit(currentLimit, active)
remaining, limit, fatigueChanged := dnffatigue.ReconcileLimit(
character.Stats["fatigue"],
currentLimit,
desiredLimit,
)
if fatigueChanged {
character.Stats["fatigue"] = remaining
character.Stats["fatigue_limit"] = limit
character.UpdatedAt = now
if err := dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats); err != nil {
return err
}
}
result = currentBlackDiamondSelectionResult{
Account: account, Character: character, Found: true,
Active: active, ExpiresAt: expiresAt,
}
return nil
},
)
if err != nil {
return currentBlackDiamondSelectionResult{Character: selected}, fmt.Errorf("reconcile black diamond selection: %w", err)
}
if result.Found {
s.setCurrentBlackDiamondExpiry(session, result.ExpiresAt)
}
return result, nil
}
// refreshCurrentBlackDiamondAfterActivation publishes only live state that
// the current town scene can safely consume. Dungeon sessions keep the durable
// entitlement and receive the complete projection on their normal town return.
func (s *Service) refreshCurrentBlackDiamondAfterActivation(
ctx context.Context,
session *gameSession,
source string,
) error {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return nil
}
_, _, selected, found := s.selectedCharacterForEnter(ctx, session)
if !found {
return nil
}
result, err := s.reconcileCurrentBlackDiamondSelection(ctx, session, selected)
if err != nil || !result.Found {
return err
}
session.dungeon.mu.Lock()
inDungeon := session.dungeon.runtime != nil
session.dungeon.mu.Unlock()
if inDungeon || session.townSceneReadyCharacterID != session.selectedCharacterID {
s.logGameEvent(session, "game-black-diamond-live-refresh-deferred",
"char_id", session.selectedCharacterID,
"source", source,
"in_dungeon", inDungeon,
"town_ready", session.townSceneReadyCharacterID == session.selectedCharacterID)
return nil
}
if err := s.sendGameUpperRawClass(
session,
currentFatigueMsgID,
buildCurrentFatigueBody(result.Character, true),
0,
); err != nil {
return err
}
body, err := s.buildCurrentSceneObjectListBodyForSessionInContextStrict(
ctx,
session,
session.selectedCharacterID,
result.Character.Name,
result.Character,
true,
currentTownActorOwnerContext(session),
)
if err != nil {
return err
}
if err := s.sendGameUpperRawClass(session, uint16(dnfenum.CmdPacketSetUDPIPPort), body, 0); err != nil {
return err
}
s.logGameEvent(session, "game-black-diamond-live-refresh-sent",
"char_id", session.selectedCharacterID,
"source", source,
"fatigue", result.Character.Stats["fatigue"],
"fatigue_limit", result.Character.Stats["fatigue_limit"],
"expires_at", result.ExpiresAt)
return nil
}
// sendCurrentBlackDiamondActivationState publishes the proved current-client
// activation route only when the selected actor is town-ready. Dungeon and
// scene-transition sessions retain the durable entitlement and intentionally
// defer presentation packets until the ordinary town reconstruction.
func (s *Service) sendCurrentBlackDiamondActivationState(
ctx context.Context,
session *gameSession,
expiresAt time.Time,
source string,
) (bool, error) {
if s == nil || session == nil || session.selectedCharacterID == 0 {
return false, nil
}
s.setCurrentBlackDiamondExpiry(session, expiresAt)
session.dungeon.mu.Lock()
inDungeon := session.dungeon.runtime != nil
session.dungeon.mu.Unlock()
townReady := session.townSceneReadyCharacterID == session.selectedCharacterID
if inDungeon || !townReady {
s.logGameEvent(session, "game-black-diamond-activation-deferred",
"char_id", session.selectedCharacterID,
"source", source,
"in_dungeon", inDungeon,
"town_ready", townReady)
return true, nil
}
remaining := expiresAt.Unix() - s.gameplayNow().UTC().Unix()
if remaining < 0 {
remaining = 0
}
if err := s.sendGameUpperRawClass(
session,
currentPremiumActivatedMsgID,
buildCurrentPremiumActivatedBody(premium.TypeBlackDiamondWire, remaining),
0,
); err != nil {
return false, err
}
return false, s.refreshCurrentBlackDiamondAfterActivation(ctx, session, source)
}