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
98 lines
3.8 KiB
Go
98 lines
3.8 KiB
Go
package dnfbridge
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import (
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"context"
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"strconv"
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"strings"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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)
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const currentImageCommunicationEquipmentMsgID = uint16(dnfenum.CmdPacketImageCommunicationEquipmentUse)
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func buildCurrentImageCommunicationEquipmentSuccessBody(actorObjectKey uint32, npcID uint32) []byte {
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var writer packetWriter
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writer.writeUint32(actorObjectKey)
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writer.writeUint32(npcID)
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return writer.bytes()
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}
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func buildCurrentImageCommunicationEquipmentActorNotifyBody(actorObjectKey uint32) []byte {
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var writer packetWriter
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writer.writeUint32(actorObjectKey)
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return writer.bytes()
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}
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// handleCurrentImageCommunicationEquipmentUse owns the current client's
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// bodyless op475 request. Its direction-dependent handlers have two distinct
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// bodies: class1 sub_1D0DF30 consumes actor-object u32 + remote-NPC u32 and
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// opens the communication UI with the latter; class0 sub_1D55C10 consumes the
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// actor-object u32 and enables the matching type-0x821 town actor animation.
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func (s *Service) handleCurrentImageCommunicationEquipmentUse(session *gameSession, body []byte) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if len(body) != 0 {
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s.logGameEvent(session, "game-image-communication-equipment-use-blocked",
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"body_len", len(body),
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"reason", "current_exe_op475_requires_bodyless_request")
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return nil
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}
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repositories, ok := s.repositoryGroup()
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if !ok || repositories.Quest == nil {
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s.logGameEvent(session, "game-image-communication-equipment-use-blocked",
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"reason", "quest_repository_unavailable")
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return nil
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}
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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catalog, err := s.loadQuestCatalog(ctx)
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if err != nil {
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s.logGameEvent(session, "game-image-communication-equipment-use-blocked",
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"reason", "quest_catalog_unavailable",
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"error", err)
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return nil
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}
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characterID := strconv.Itoa(int(session.selectedCharacterID))
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record, found, err := repositories.Quest.Load(ctx, characterID)
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if err != nil {
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s.logGameEvent(session, "game-image-communication-equipment-use-blocked",
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"char_id", session.selectedCharacterID,
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"reason", "quest_record_load_failed",
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"error", err)
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return nil
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}
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if !found || strings.TrimSpace(record.CharacterID) != characterID {
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s.logGameEvent(session, "game-image-communication-equipment-use-blocked",
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"char_id", session.selectedCharacterID,
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"quest_record_found", found,
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"record_character_id", record.CharacterID,
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"reason", "selected_character_quest_record_unavailable")
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return nil
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}
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target, resolved := catalog.ActiveImageCommunicationTarget(record)
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if !resolved {
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s.logGameEvent(session, "game-image-communication-equipment-use-blocked",
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"char_id", session.selectedCharacterID,
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"reason", "active_image_communication_quest_missing_or_ambiguous")
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return nil
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}
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actorObjectKey := uint32(currentSceneActorObjectKey(session.selectedCharacterID))
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successBody := buildCurrentImageCommunicationEquipmentSuccessBody(actorObjectKey, target.NPCID)
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actorNotifyBody := buildCurrentImageCommunicationEquipmentActorNotifyBody(actorObjectKey)
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s.logGameEvent(session, "game-image-communication-equipment-use-accepted",
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"char_id", session.selectedCharacterID,
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"quest_id", target.QuestID,
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"npc_id", target.NPCID,
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"actor_object_key", actorObjectKey,
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"response_msg_id", currentImageCommunicationEquipmentMsgID,
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"response_sequence", "class1_success_then_class0_actor_notify",
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"success_body_source", "current_exe_sub_1D0DF30_u32_actor_object_key_u32_remote_npc_index",
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"notify_body_source", "current_exe_sub_1D55C10_u32_actor_object_key",
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"quest_mutation", "none")
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if err := s.sendGameUpperSuccess(session, currentImageCommunicationEquipmentMsgID, successBody); err != nil {
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return err
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}
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return s.sendGameUpperRawClass(session, currentImageCommunicationEquipmentMsgID, actorNotifyBody, 0)
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}
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