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
109 lines
4.3 KiB
Go
109 lines
4.3 KiB
Go
package dnfbridge
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import (
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"errors"
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"testing"
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"longheng.io/server/internal/modules/dnf/raid"
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)
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// TestRuntimeRaidRewardPublishRetriesServerSideAndCompletes covers the
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// twenty-member failure mode: the last mode0 confirmation is the only trigger
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// of 0x0258 publication, so a dead socket in the fan-out used to strand the
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// whole attack party in AwaitingRewards. The retry is server-owned now.
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func TestRuntimeRaidRewardPublishRetriesServerSideAndCompletes(t *testing.T) {
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fixture := newRuntimeRaidRewardTestFixture(t, true)
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queue := newFakeCurrentDungeonDeathTimerQueue()
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fixture.service.gameplayTimers = queue
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wantWriteErr := errors.New("raid reward-list write failed")
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fixture.leader.conn = &failNthDungeonWriteConn{failAt: 2, err: wantWriteErr}
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memberConn := &bufferConn{}
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fixture.member.conn = memberConn
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fixture.service.raidRewardFlowMu.Lock()
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delivery, err := fixture.service.commitRuntimeRaidSettlementRewards(fixture.raidKey, runtimeRaidDungeonPhaseOne, fixture.now)
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if err != nil {
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fixture.service.raidRewardFlowMu.Unlock()
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t.Fatalf("commit: %v", err)
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}
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err = fixture.service.publishCommittedRuntimeRaidSettlementRewardsWithRetry(delivery, fixture.service, 1)
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fixture.service.raidRewardFlowMu.Unlock()
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if err != nil {
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t.Fatalf("first publish with retry returned %v; the failure must be absorbed into a scheduled retry", err)
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}
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if state := fixture.service.raids[fixture.raidKey]; state.Lifecycle.Status != runtimeRaidLifecycleAwaitingRewards {
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t.Fatalf("status after failed publish=%v want AwaitingRewards", state.Lifecycle.Status)
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}
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scheduled, _, _ := queue.counts()
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if scheduled != 1 {
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t.Fatalf("scheduled %d timers, want the one publish retry", scheduled)
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}
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retry := queue.task(t, 0)
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if retry.name != runtimeRaidRewardPublishRetryName(delivery) || retry.delay != runtimeRaidRewardPublishRetryDelay {
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t.Fatalf("retry task=%s delay=%s", retry.name, retry.delay)
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}
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// The socket recovers before the retry fires.
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leaderRetry := &bufferConn{}
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fixture.leader.conn = leaderRetry
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queue.fire(retry, false)
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state := fixture.service.raids[fixture.raidKey]
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if state == nil || state.Lifecycle.Status != runtimeRaidLifecycleStandby {
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t.Fatalf("retry did not complete the settlement: %+v", state)
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}
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if !containsRaidMsg(t, leaderRetry.write.Bytes(), raid.RaidRewardListMsgID) {
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t.Fatal("leader never received the reward list on the retry")
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}
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// The member is fanned out after the leader, so the leader's failed write
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// aborted the pass before the member received anything: the retry owes it both
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// rows of the presentation -- its squad-scoped reveal and the whole-raid team
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// row -- and exactly one of each.
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memberLists := 0
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for _, packet := range runtimeRaidRejoinRaidPackets(t, memberConn.write.Bytes()) {
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if packet.msgID == raid.RaidRewardListMsgID {
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memberLists++
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}
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}
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if memberLists != 2 {
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t.Fatalf("member received %d reward lists, want exactly 2 (squad reveal + team row)", memberLists)
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}
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}
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func TestRuntimeRaidRewardPublishGivesUpIntoCompletion(t *testing.T) {
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fixture := newRuntimeRaidRewardTestFixture(t, true)
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queue := newFakeCurrentDungeonDeathTimerQueue()
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fixture.service.gameplayTimers = queue
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fixture.leader.conn = &failNthDungeonWriteConn{failAt: 1, err: errors.New("dead socket")}
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fixture.member.conn = &bufferConn{}
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fixture.service.raidRewardFlowMu.Lock()
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delivery, err := fixture.service.commitRuntimeRaidSettlementRewards(fixture.raidKey, runtimeRaidDungeonPhaseOne, fixture.now)
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if err != nil {
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fixture.service.raidRewardFlowMu.Unlock()
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t.Fatalf("commit: %v", err)
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}
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// Enter at the last permitted attempt: no more retries, force completion.
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err = fixture.service.publishCommittedRuntimeRaidSettlementRewardsWithRetry(delivery, fixture.service, runtimeRaidRewardPublishMaxAttempts)
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fixture.service.raidRewardFlowMu.Unlock()
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if err != nil {
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t.Fatalf("give-up path returned %v", err)
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}
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if state := fixture.service.raids[fixture.raidKey]; state == nil || state.Lifecycle.Status != runtimeRaidLifecycleStandby {
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t.Fatalf("give-up did not advance to standby: %+v", state)
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}
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if scheduled, _, _ := queue.counts(); scheduled == 0 {
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t.Fatal("standby entry scheduled no standby timer")
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}
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}
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func containsRaidMsg(t *testing.T, raw []byte, msgID uint16) bool {
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t.Helper()
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for _, packet := range runtimeRaidRejoinRaidPackets(t, raw) {
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if packet.msgID == msgID {
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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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