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
67 lines
2.8 KiB
Go
67 lines
2.8 KiB
Go
package dnfbridge
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import (
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"testing"
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"longheng.io/server/internal/modules/dnf/worldmap"
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)
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func TestDungeonRuntimeMemorySnapshotDeduplicatesPartyRuntime(t *testing.T) {
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runtime := &runtimeDungeonState{
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Dungeon: worldmap.Dungeon{ID: 1234},
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Rooms: map[runtimeDungeonRoomKey]*runtimeDungeonRoomVisit{
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{X: 1}: {},
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},
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LayerChains: make(map[worldmap.RoomCoordinate]*runtimeDungeonLayerChain),
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}
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first := &gameSession{selectedCharacterID: 19}
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second := &gameSession{selectedCharacterID: 20}
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first.dungeon.runtime = runtime
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second.dungeon.runtime = runtime
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service := &Service{gameSessions: map[uint16]*gameSession{19: first, 20: second}}
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snapshot := service.dungeonRuntimeMemorySnapshot()
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if snapshot.OnlineSessions != 2 || snapshot.ActiveRuntimes != 1 ||
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snapshot.TotalRooms != 1 || snapshot.TotalLayerChains != 0 ||
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snapshot.PayloadRuntimes != 1 {
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t.Fatalf("unexpected runtime snapshot: %+v", snapshot)
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}
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}
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func TestReleaseDungeonRuntimePayloadDropsLargeRunState(t *testing.T) {
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beforeReleases := dungeonRuntimePayloadReleaseCount.Load()
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runtime := &runtimeDungeonState{
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Rooms: make(map[runtimeDungeonRoomKey]*runtimeDungeonRoomVisit),
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Room: &runtimeDungeonRoom{},
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LayerChains: make(map[worldmap.RoomCoordinate]*runtimeDungeonLayerChain),
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StoryStages: []worldmap.DungeonStoryStage{{}},
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DropOwner: &runtimeDungeonDropOwner{},
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HellParty: ¤tDungeonHellPartyOwner{},
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partyDungeonOwner: &runtimePartyDungeonOwner{},
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settlementPlayResultBody: []byte{1},
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settlementStatisticBody: []byte{2},
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partyCardSelectionPending: [][]byte{{3}},
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settlementMonsterExperienceByObjectKey: map[uint32]uint32{4: 5},
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clearMapCompletionQuestIDs: []int64{6},
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}
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session := &worldmap.DungeonSession{}
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runtime.Session = session
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releaseDungeonRuntimePayload(runtime)
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if runtime.Rooms != nil || runtime.Room != nil || runtime.LayerChains != nil || runtime.StoryStages != nil ||
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runtime.DropOwner != nil || runtime.HellParty != nil || runtime.partyDungeonOwner != nil ||
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runtime.settlementPlayResultBody != nil || runtime.settlementStatisticBody != nil ||
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runtime.partyCardSelectionPending != nil || runtime.settlementMonsterExperienceByObjectKey != nil ||
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runtime.clearMapCompletionQuestIDs != nil {
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t.Fatalf("large runtime payload retained: %+v", runtime)
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}
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if runtime.Session != session {
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t.Fatal("post-detach session pointer was cleared")
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}
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releaseDungeonRuntimePayload(runtime)
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if got := dungeonRuntimePayloadReleaseCount.Load(); got != beforeReleases+1 {
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t.Fatalf("release was not counted exactly once: before=%d after=%d", beforeReleases, got)
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}
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}
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