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
61 lines
2.2 KiB
Go
61 lines
2.2 KiB
Go
// 本文件定义账号仓库命令计划。
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// 计划只记录协议解析后的业务意图,不直接修改金币、仓库或角色状态。
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package cargo
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import (
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"fmt"
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"strings"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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)
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// MoneyDirection 表示金币在角色钱包和账号仓库之间的流向。
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type MoneyDirection string
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const (
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MoneyDeposit MoneyDirection = "deposit"
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MoneyWithdraw MoneyDirection = "withdraw"
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)
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// Command 是 cargo handler 交给后续 owner 的最小命令计划。
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// 金币属于关键资产;在 wallet/account-cargo owner 和幂等事务落地前,该计划不能直接变成成功回包。
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type Command struct {
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Operation string
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AccountID string
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SelectedCharacterID uint16
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MoneyDirection MoneyDirection
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Amount int64
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NeedsOwner string
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}
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// NewAccountCommand 构造账号仓库创建或升级命令计划。
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// 当前只用于日志和后续 owner 接入点,不写仓库扩展状态。
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func NewAccountCommand(req alignedcmd.Request, operation string) Command {
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return Command{
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Operation: operation,
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AccountID: strings.TrimSpace(req.AccountID),
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SelectedCharacterID: req.SelectedCharacterID,
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NeedsOwner: "account-cargo owner + durable idempotency",
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}
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}
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// NewMoneyCommand 构造金币存取命令计划。
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// 它只消费已经解析出的金额,真正扣减/增加必须由可靠 owner 在一个事务语义中完成。
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func NewMoneyCommand(req alignedcmd.Request, direction MoneyDirection, money GoldRequest) Command {
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return Command{
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Operation: string(direction) + "_money",
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AccountID: strings.TrimSpace(req.AccountID),
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SelectedCharacterID: req.SelectedCharacterID,
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MoneyDirection: direction,
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Amount: int64(money.Amount),
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NeedsOwner: "wallet owner + account-cargo owner + mutation id",
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}
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}
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func (c Command) String() string {
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if c.Amount > 0 {
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return fmt.Sprintf("account=%q char=%d direction=%s amount=%d needs=%s", c.AccountID, c.SelectedCharacterID, c.MoneyDirection, c.Amount, c.NeedsOwner)
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}
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return fmt.Sprintf("account=%q char=%d needs=%s", c.AccountID, c.SelectedCharacterID, c.NeedsOwner)
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}
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