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
174 lines
5.2 KiB
Go
174 lines
5.2 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"errors"
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"fmt"
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)
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type currentPartyActorProjection struct {
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characterID uint16
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generation uint64
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ownerServer byte
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ownerChannel byte
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mode0 []byte
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mode1 []byte
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}
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func validateCurrentPartyActorProjectionRows(
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characterID uint16,
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mode0 []byte,
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mode1 []byte,
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) (byte, byte, error) {
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if characterID == 0 {
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return 0, 0, errors.New("party actor projection character is unavailable")
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}
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if len(mode0) < 78 || mode0[0] != 0 ||
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binary.LittleEndian.Uint16(mode0[1:3]) != 1 ||
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binary.LittleEndian.Uint16(mode0[76:78]) != characterID {
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return 0, 0, fmt.Errorf("party actor mode0 row for character %d is invalid", characterID)
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}
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// The current complete actor-binding row is never shorter than the fixed
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// mode1 base. A light identity prefix is insufficient: the peer must receive
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// the owner's accepted appearance/equipment state that its actor was built
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// from before reliable-UDP state starts.
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if len(mode1) < currentMode1BaseWireSize || mode1[0] != 1 ||
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binary.LittleEndian.Uint16(mode1[1:3]) != 1 ||
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binary.LittleEndian.Uint16(mode1[21:23]) != characterID {
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return 0, 0, fmt.Errorf("party actor mode1 row for character %d is incomplete", characterID)
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}
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if mode0[3] != mode1[3] || mode0[4] != mode1[4] {
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return 0, 0, fmt.Errorf("party actor owner for character %d changed between mode0 and mode1", characterID)
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}
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return mode0[3], mode0[4], nil
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}
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func captureCurrentPartyActorProjection(
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session *gameSession,
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characterID uint16,
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mode0 []byte,
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mode1 []byte,
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) error {
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if session == nil || characterID == 0 ||
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session.selectedCharacterID != characterID ||
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session.characterGeneration == 0 {
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return errors.New("party actor projection session identity is unavailable")
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}
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ownerServer, ownerChannel, err := validateCurrentPartyActorProjectionRows(
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characterID,
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mode0,
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mode1,
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)
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if err != nil {
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return err
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}
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session.partyActorProjectionMu.Lock()
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session.partyActorProjection = currentPartyActorProjection{
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characterID: characterID,
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generation: session.characterGeneration,
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ownerServer: ownerServer,
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ownerChannel: ownerChannel,
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mode0: append([]byte(nil), mode0...),
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mode1: append([]byte(nil), mode1...),
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}
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session.partyActorProjectionMu.Unlock()
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return nil
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}
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func currentPartyActorProjectionSnapshot(
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session *gameSession,
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characterID uint16,
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generation uint64,
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) (currentPartyActorProjection, bool) {
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if session == nil || characterID == 0 || generation == 0 {
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return currentPartyActorProjection{}, false
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}
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session.partyActorProjectionMu.RLock()
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projection := session.partyActorProjection
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projection.mode0 = append([]byte(nil), projection.mode0...)
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projection.mode1 = append([]byte(nil), projection.mode1...)
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session.partyActorProjectionMu.RUnlock()
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if projection.characterID != characterID || projection.generation != generation {
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return currentPartyActorProjection{}, false
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}
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if _, _, err := validateCurrentPartyActorProjectionRows(
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characterID,
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projection.mode0,
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projection.mode1,
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); err != nil {
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return currentPartyActorProjection{}, false
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}
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return projection, true
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}
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// refreshCurrentPartyActorProjectionMode1FromDurableState rebuilds the selected
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// actor's complete equipment-bearing mode1 row from the current durable
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// character/skill state and refreshes the cached party actor projection in
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// place. The cached mode0 row is reused unchanged: mode1 is the channel through
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// which peers learn the owner's skill table, and a skill-page tail changed by a
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// town skill edit otherwise stays frozen in the previous scene snapshot until
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// the next scene transition, so a teammate entering a dungeon after the edit
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// sees the previous session's levels. A refresh failure keeps the previous
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// projection so callers such as party dungeon admission can still proceed.
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func (s *Service) refreshCurrentPartyActorProjectionMode1FromDurableState(
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ctx context.Context,
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session *gameSession,
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) bool {
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if s == nil || session == nil {
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return false
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}
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characterID := session.selectedCharacterID
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if characterID == 0 || session.characterGeneration == 0 {
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return false
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}
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projection, found := currentPartyActorProjectionSnapshot(
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session,
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characterID,
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session.characterGeneration,
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)
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if !found {
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return false
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}
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repos, ok := s.repositoryGroup()
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if !ok || repos.Character == nil || repos.LegacyUserInfo == nil {
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return false
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}
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refreshCtx, cancel := context.WithTimeout(ctx, createWriteTimeout)
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defer cancel()
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record, hasCharacter, err := repos.Character.Load(
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refreshCtx,
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fmt.Sprintf("%d", characterID),
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)
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if err != nil || !hasCharacter {
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return false
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}
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mode1Body := s.buildCurrentSelectedUserInfoMode1BodyInContext(
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refreshCtx,
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session,
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repos.LegacyUserInfo,
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record,
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hasCharacter,
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characterID,
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projection.ownerChannel,
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)
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if len(mode1Body) == 0 {
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return false
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}
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if err := captureCurrentPartyActorProjection(
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session,
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characterID,
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projection.mode0,
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mode1Body,
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); err != nil {
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s.logGameEvent(session, "game-party-actor-mode1-durable-refresh-rejected",
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"char_id", characterID,
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"character_generation", session.characterGeneration,
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"mode0_len", len(projection.mode0),
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"mode1_len", len(mode1Body),
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"reason", err)
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return false
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}
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return true
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}
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