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
162 lines
4.8 KiB
Go
162 lines
4.8 KiB
Go
package dnfbridge
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import (
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"context"
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"time"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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const (
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// Character speed values are encoded in tenths, so +500.0% is +5000 on
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// the existing UserInfo wire fields.
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localDebugSpeedBonusWire int64 = 5000
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localDebugLightningDamage int64 = 9_999_999_999
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localDebugMaxStat int64 = 1<<63 - 1
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)
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func (s *Service) localDebugModeEnabled() bool {
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return s != nil && s.localDebugMode
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}
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func (s *Service) localDebugStrikeOnSkillUseEnabled() bool {
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return s != nil && s.localDebugMode && s.localDebugStrikeOnSkillUse
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}
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// localDebugSettlementRankPoint returns the PVF-defined highest clear-rank
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// threshold only for the local debug profile. It is a server-side reward
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// input: op34 must continue to echo the client request byte exactly.
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func (s *Service) localDebugSettlementRankPoint(
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catalog currentDungeonClearRankCatalog,
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clientRankPoint byte,
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) (rankPoint byte, forced bool) {
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if !s.localDebugModeEnabled() || len(catalog.gradeThresholds) == 0 {
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return clientRankPoint, false
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}
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return catalog.gradeThresholds[0], true
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}
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func (r *csharpLegacyUserInfoReader) localDebugResolvedStat(
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column string,
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value int64,
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found bool,
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) (int64, bool) {
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if r == nil || !r.service.localDebugModeEnabled() {
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return value, found
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}
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switch column {
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case "stat_move_speed", "stat_attack_speed", "stat_cast_speed":
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if value > localDebugMaxStat-localDebugSpeedBonusWire {
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return localDebugMaxStat, true
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}
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return value + localDebugSpeedBonusWire, true
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default:
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return value, found
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}
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}
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const currentLocalDebugUseSkillRequestSize = 12
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// scheduleLocalDebugLightningAfterSkillUseLocked queues a normal room clear
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// after the current client's validated C2S USE_SKILL request. There is no
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// separate server-visible hit-damage packet in this protocol profile, so an
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// attack is eligible only while the active room still has a live hostile. The
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// strike is represented by the validated per-monster death transaction rather
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// than an invented client effect frame.
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//
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// The caller owns session.dungeon.mu.
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func (s *Service) scheduleLocalDebugLightningAfterSkillUseLocked(
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session *gameSession,
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runtime *runtimeDungeonState,
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scene worldmap.DungeonRoomScene,
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) bool {
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if !s.localDebugStrikeOnSkillUseEnabled() || session == nil ||
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session.selectedCharacterID == 0 || scene.Cleared ||
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!currentLocalDebugRoomHasAnnouncedHostile(runtime) {
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return false
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}
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if session.dungeon.debugLightningPending {
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return true
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}
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characterID := session.selectedCharacterID
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session.dungeon.debugLightningPending = true
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go s.runLocalDebugLightning(session, characterID, scene)
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return true
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}
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func currentLocalDebugRoomHasAnnouncedHostile(runtime *runtimeDungeonState) bool {
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if runtime == nil || runtime.Room == nil {
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return false
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}
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snapshot := runtime.Room.Snapshot()
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for _, monster := range snapshot.Monsters {
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if monster.State == runtimeDungeonMonsterAnnounced {
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return true
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}
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}
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for _, actor := range snapshot.ExtendedActors {
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if actor.State == runtimeDungeonMonsterAnnounced && actor.HostileReference != nil {
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return true
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}
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}
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return false
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}
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func (s *Service) handleLocalDebugUseSkill(session *gameSession, body []byte) (bool, error) {
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if !s.localDebugStrikeOnSkillUseEnabled() || session == nil {
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return false, nil
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}
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if len(body) != currentLocalDebugUseSkillRequestSize {
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s.logGameEvent(session, "game-local-debug-lightning-blocked",
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"body_len", len(body),
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"reason", "current_exe_use_skill_body_shape_unproven")
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return false, nil
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}
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session.dungeon.mu.Lock()
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defer session.dungeon.mu.Unlock()
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runtime := session.dungeon.runtime
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if runtime == nil || runtime.Session == nil || runtime.Room == nil {
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return false, nil
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}
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scene, ok := runtime.Session.Scene()
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if !ok {
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return false, nil
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}
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return s.scheduleLocalDebugLightningAfterSkillUseLocked(session, runtime, scene), nil
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}
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func (s *Service) runLocalDebugLightning(
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session *gameSession,
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characterID uint16,
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scene worldmap.DungeonRoomScene,
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) {
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ctx, cancel := context.WithTimeout(context.Background(), 8*time.Second)
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defer cancel()
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result, err := s.DebugKillCurrentRoom(ctx, characterID)
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session.dungeon.mu.Lock()
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session.dungeon.debugLightningPending = false
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session.dungeon.mu.Unlock()
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if err != nil {
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s.logGameEvent(session, "game-local-debug-lightning-deferred",
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"character_id", characterID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"damage", localDebugLightningDamage,
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"reason", "normal_room_death_transaction_failed",
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"error", err)
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return
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}
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s.logGameEvent(session, "game-local-debug-lightning-applied",
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"character_id", characterID,
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"room", scene.Coordinate.String(),
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"map_id", scene.Map.Map.ID,
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"damage", localDebugLightningDamage,
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"killed_enemies", result.KilledEnemies,
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"room_cleared", result.RoomCleared,
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"flow_source", "server_side_normal_monster_death_transactions")
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}
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