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
89 lines
2.4 KiB
Go
89 lines
2.4 KiB
Go
package dnfbridge
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import (
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"sync"
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"time"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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)
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const currentCustomAbilityGroupConverterWindow = 90 * time.Second
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type currentCustomAbilityGroupConverterPending struct {
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projection alignedcmd.CustomAbilityGroupConverterProjection
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expiresAt time.Time
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}
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// currentCustomAbilityGroupConverterSessionState disambiguates the shared
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// op1340 wire: an ordinary NPC modification spends PVF modify materials,
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// whereas op44 [custom ability set group] opens the same window and makes the
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// next op1340 spend exactly that device. The state is runtime-only and always
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// bound to one selected character.
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type currentCustomAbilityGroupConverterSessionState struct {
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mu sync.Mutex
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pending *currentCustomAbilityGroupConverterPending
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inFlight bool
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}
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func (state *currentCustomAbilityGroupConverterSessionState) arm(
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projection alignedcmd.CustomAbilityGroupConverterProjection,
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now time.Time,
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) {
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if state == nil {
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return
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}
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state.mu.Lock()
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defer state.mu.Unlock()
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state.pending = ¤tCustomAbilityGroupConverterPending{
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projection: projection,
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expiresAt: now.Add(currentCustomAbilityGroupConverterWindow),
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}
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state.inFlight = false
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}
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func (state *currentCustomAbilityGroupConverterSessionState) begin(
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characterID uint16,
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now time.Time,
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) (alignedcmd.CustomAbilityGroupConverterProjection, bool, bool) {
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if state == nil || characterID == 0 {
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return alignedcmd.CustomAbilityGroupConverterProjection{}, false, false
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}
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state.mu.Lock()
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defer state.mu.Unlock()
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if state.pending == nil {
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return alignedcmd.CustomAbilityGroupConverterProjection{}, false, false
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}
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if !now.Before(state.pending.expiresAt) || state.pending.projection.CharacterID != characterID {
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state.pending = nil
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state.inFlight = false
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return alignedcmd.CustomAbilityGroupConverterProjection{}, false, false
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}
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if state.inFlight {
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return alignedcmd.CustomAbilityGroupConverterProjection{}, true, true
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}
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state.inFlight = true
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return state.pending.projection, true, false
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}
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func (state *currentCustomAbilityGroupConverterSessionState) finish(committed bool) {
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if state == nil {
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return
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}
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state.mu.Lock()
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defer state.mu.Unlock()
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if committed {
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state.pending = nil
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}
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state.inFlight = false
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}
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func (state *currentCustomAbilityGroupConverterSessionState) reset() {
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if state == nil {
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return
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}
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state.mu.Lock()
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state.pending = nil
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state.inFlight = false
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state.mu.Unlock()
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}
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