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
169 lines
6.6 KiB
Go
169 lines
6.6 KiB
Go
package dnfbridge
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import (
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"os"
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"path/filepath"
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"strings"
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"time"
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)
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// TEST AID -- local testing only; delete the marker files to go back to
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// normal. Nothing has to be rebuilt or restarted either way.
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//
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// - runtime/state/raid-skip-to-phase-two: a started TEAM raid opens phase two
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// directly instead of phase one.
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// - runtime/state/raid-skip-to-luke-throne: the same, and a Luke raid then
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// fast-forwards phase two to its final stage -- both altar entrances, both
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// energy rooms, both altars and both temples read cleared, 机械王座:明 is
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// open, and every member holds the phase's minimum clear count so the
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// settlement still pays.
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//
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// They are files and not environment variables on purpose: the control tool
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// strips every DNFBRIDGE_* variable out of the inherited environment
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// (cleanRuntimeBaseEnvironment in cmd/server/control/config.go) and rebuilds the
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// runtime environment from the instance config, so an exported variable would
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// silently never arrive.
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//
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// Only the skipped runs are skipped. The roster, the entry ticket, the daily
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// counter and phase-two activation take the ordinary path, and the throne
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// fast-forward walks the real clear hooks (advanceRuntimeRaidObjectiveLocked +
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// applyRuntimeRaidLukePhaseTwoClearLocked) in the order the gate graph opens
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// them, so the gate states and symbols are the ones a real run would leave.
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// Phase one's rewards are not granted -- do not judge phase-one settlement by a
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// run that used this.
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const (
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runtimeRaidSkipToPhaseTwoMarker = "raid-skip-to-phase-two"
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runtimeRaidSkipToLukeThroneMark = "raid-skip-to-luke-throne"
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)
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// runtimeRaidDebugStateDir 定位本安装的 runtime/state 目录。
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//
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// 上游用的是 internal/platform/installpath(本树没有那个包)。这里就地按我们自己的目录约定解析:
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// DNF90_PROJECT_ROOT 优先;否则从工作目录与可执行文件目录逐级向上找含 runtime/state 的根。
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// 找不到返回 "",调试开关静默失效 —— 正常跑本来就没有标记文件,行为与不加这一层完全一致。
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func runtimeRaidDebugStateDir() string {
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if root := strings.TrimSpace(os.Getenv("DNF90_PROJECT_ROOT")); root != "" {
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return filepath.Join(root, "runtime", "state")
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}
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var starts []string
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if cwd, err := os.Getwd(); err == nil {
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starts = append(starts, cwd)
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}
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if exe, err := os.Executable(); err == nil {
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starts = append(starts, filepath.Dir(exe))
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}
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for _, start := range starts {
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current, err := filepath.Abs(start)
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if err != nil {
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continue
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}
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for depth := 0; depth < 8; depth++ {
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candidate := filepath.Join(current, "runtime", "state")
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if info, statErr := os.Stat(candidate); statErr == nil && info.IsDir() {
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return candidate
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}
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parent := filepath.Dir(current)
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if parent == current {
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break
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}
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current = parent
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}
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}
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return ""
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}
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func runtimeRaidDebugMarkerPresent(name string) bool {
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dir := runtimeRaidDebugStateDir()
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if dir == "" {
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return false
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}
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_, err := os.Stat(filepath.Join(dir, name))
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return err == nil
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}
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// lukeThroneFastForwardGates is phase two's gate graph up to the thrones, in
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// the order each clear opens the next (raid_luke_phase_runtime.go).
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var lukeThroneFastForwardGates = []int{
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lukeLightEntranceMapID, lukeDarkEntranceMapID,
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lukeLightEnergyMapID, lukeDarkEnergyMapID,
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lukeLightAltarMapID, lukeDarkAltarMapID,
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lukeLightTempleMapID, lukeDarkTempleMapID,
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}
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// fastForwardRuntimeRaidLukeToThroneLocked clears every gate in front of the
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// thrones through the real clear hooks. Caller holds raidMu.
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func fastForwardRuntimeRaidLukeToThroneLocked(state *runtimeRaidState, now time.Time) []runtimeRaidMechanismTimer {
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if state == nil || state.TailFlag == 1 || runtimeRaidTeamGraphOwner(*state) != runtimeRaidOwnerLuke ||
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state.Lifecycle.Phase != runtimeRaidDungeonPhaseTwo {
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return nil
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}
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var armed []runtimeRaidMechanismTimer
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for _, mapID := range lukeThroneFastForwardGates {
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for guard := 0; guard < 16; guard++ {
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objective, ok := state.Lifecycle.Objectives[mapID]
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if !ok || objective.RemainingHP <= 0 {
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break
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}
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if err := advanceRuntimeRaidObjectiveLocked(state, runtimeRaidDungeonPhaseTwo, mapID); err != nil {
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break
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}
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if after := state.Lifecycle.Objectives[mapID]; after.RemainingHP == objective.RemainingHP {
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break // the gate was not open; the graph did not reach it
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}
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}
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armed = append(armed, applyRuntimeRaidLukePhaseTwoClearLocked(state, mapID, now)...)
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}
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// The settlement pays only members that registered the phase's minimum.
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minimum := runtimeRaidPhaseMinimalClearCount(*state, runtimeRaidDungeonPhaseTwo)
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for _, member := range state.FrozenMembers {
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for count := 0; count < minimum; count++ {
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runtimeRaidNotePhaseClearLocked(state, member.CharID, runtimeRaidDungeonPhaseTwo)
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}
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}
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state.Lifecycle.Revision++
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return armed
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}
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// activateRuntimeRaidReadyPhase is the ready-timer's activation edge. Without
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// a marker it is exactly what the timer always did.
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func (s *Service) activateRuntimeRaidReadyPhase(raidKey uint32, due time.Time) error {
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toThrone := runtimeRaidDebugMarkerPresent(runtimeRaidSkipToLukeThroneMark)
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if !toThrone && !runtimeRaidDebugMarkerPresent(runtimeRaidSkipToPhaseTwoMarker) {
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_, err := s.activateRuntimeRaidPhase(raidKey, runtimeRaidDungeonPhaseOne, due, false)
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return err
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}
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// activateRuntimeRaidPhase admits phase two only from the post-reward
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// standby. Put the lifecycle in that state, then take the ordinary phase-two
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// path with allowEarly so the standby deadline is not waited out.
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s.raidMu.Lock()
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state := s.raids[raidKey]
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if state == nil || state.TailFlag == 1 ||
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state.Lifecycle.Status != runtimeRaidLifecyclePreparing ||
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state.Lifecycle.Phase != runtimeRaidDungeonPhaseOne {
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s.raidMu.Unlock()
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_, err := s.activateRuntimeRaidPhase(raidKey, runtimeRaidDungeonPhaseOne, due, false)
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return err
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}
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state.Lifecycle.Status = runtimeRaidLifecycleStandby
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state.Lifecycle.StandbyStartedAt = due
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state.Lifecycle.StandbyDeadline = due
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state.Lifecycle.Revision++
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s.raidMu.Unlock()
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s.logPacketEvent("game-raid-debug-skipped-to-phase-two",
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"raid_key", raidKey, "to_luke_throne", toThrone)
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if _, err := s.activateRuntimeRaidPhase(raidKey, runtimeRaidDungeonPhaseTwo, due, true); err != nil || !toThrone {
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return err
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}
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s.raidMu.Lock()
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armed := fastForwardRuntimeRaidLukeToThroneLocked(s.raids[raidKey], due)
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s.raidMu.Unlock()
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if err := s.scheduleRuntimeRaidMechanismTimers(raidKey, armed); err != nil {
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s.logPacketEvent("game-raid-debug-throne-timer-failed", "raid_key", raidKey, "error", err)
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}
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s.logPacketEvent("game-raid-debug-fast-forwarded-to-luke-throne", "raid_key", raidKey, "timers", len(armed))
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return s.publishRuntimeRaidObjectiveProgress(raidKey, runtimeRaidDungeonPhaseTwo)
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}
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