Files
90CNServer/server/internal/services/dnfbridge/character_create_workflow.go
T
hanfuit 645b64fe21 DNF90 服务端与启动器完整源码(含 GM 工具功能增强)
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
2026-11-04 14:31:55 +08:00

144 lines
5.7 KiB
Go

package dnfbridge
import (
"context"
"errors"
"strconv"
"time"
dnfpvp "longheng.io/server/internal/modules/dnf/pvp"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
func (s *Service) createCharacter(session *gameSession, req createCharacterRequest, upper bool) error {
s.characterCreateMu.Lock()
defer s.characterCreateMu.Unlock()
repos, ok := s.repositoryGroup()
if !ok || repos.Character == nil {
s.logGameEvent(session, "game-create-repository-missing", "upper", upper)
return s.sendCreateFailure(session, upper, createCodeServerError)
}
// 决斗场专用角色:校色请求把"专用转职号"放在已有 options 里,不新增字段。
// 0xff = 普通角色(两个形态都不给专用转职)。
privateGrow := byte(0xff)
if len(req.options) >= 6 {
privateGrow = req.options[5]
// sub_3098640 uses eight options: reserved byte 5, private grow 6,
// then an event flag. sub_33D4990 uses six, with private grow at 5.
// A nonzero byte 5 also identifies the short form with codec padding.
if len(req.options) >= 8 && privateGrow == 0 {
privateGrow = req.options[6]
}
}
private := privateGrow != 0xff
// 专用角色要查角色列表+删除历史做资格校验,比普通建号慢,给它更宽的预算。
timeout := createWriteTimeout
if private {
timeout = currentRepositorySnapshotTimeout
}
ctx, cancel := context.WithTimeout(context.Background(), timeout)
defer cancel()
accountID := s.accountIDForSession(session)
name, err := decodeValidatedCharacterName(req.nameRaw)
if err != nil {
s.logGameEvent(session, "game-create-name-decode-failed", "account_id", accountID, "name_len", len(req.nameRaw), "error", err)
return s.sendCreateFailure(session, upper, createCodeServerError)
}
existing, slotLimit, err := s.listCharactersWithLimit(ctx, repos, accountID)
if err != nil {
s.logGameEvent(session, "game-create-list-failed", "account_id", accountID, "error", err)
return s.sendCreateFailure(session, upper, createCodeServerError)
}
// Character-slot tickets persist an account-specific capacity in the
// 32..60 range. The selector already projects that value, so the create
// gate must use the same authoritative limit instead of the old fixed 32.
if len(existing) >= slotLimit {
return s.sendCreateFailure(session, upper, createCodeSlotFull)
}
if duplicated, err := s.characterNameExists(ctx, repos, existing, name); err != nil {
s.logGameEvent(session, "game-create-name-check-failed", "account_id", accountID, "name", name, "error", err)
return s.sendCreateFailure(session, upper, createCodeServerError)
} else if duplicated {
return s.sendCreateFailure(session, upper, createCodeDuplicated)
}
characterID, err := s.nextCharacterID(ctx, repos, existing)
if err != nil {
s.logGameEvent(session, "game-create-id-failed", "account_id", accountID, "error", err)
return s.sendCreateFailure(session, upper, createCodeServerError)
}
if upper && characterID > upperMaxCharacter {
s.logGameEvent(session, "game-upper-create-id-too-large", "account_id", accountID, "character_id", characterID)
return s.sendUpperCreateError(session, createCodeServerError)
}
slot := nextCharacterSlot(existing, slotLimit)
if slot < 0 {
s.logGameEvent(session, "game-create-slot-full",
"account_id", accountID,
"existing", len(existing),
"slot_limit", slotLimit,
"reason", "no_free_slot")
return s.sendCreateFailure(session, upper, createCodeSlotFull)
}
now := time.Now().UTC()
level := newCharacterInitialLevel
stats := defaultCreatedCharacterStatsFromRequest(req)
if private {
plan, err := s.loadPVPPrivateCreation(req.job, privateGrow)
if err != nil {
s.logGameEvent(session, "game-pvp-private-create-plan-failed", "job", req.job, "grow", privateGrow, "error", err)
return s.sendCreateFailure(session, upper, createCodeServerError)
}
if _, err := plan.Check(ctx, repos.Character, accountID, now); err != nil {
s.logGameEvent(session, "game-pvp-private-create-rejected", "error", err)
return s.sendCreateFailure(session, upper, createCodeServerError)
}
level = plan.Level
experience, err := s.currentPVFLevelEntryExperience(ctx, level)
if err != nil {
return s.sendCreateFailure(session, upper, createCodeServerError)
}
stats[dnfpvp.PrivateCharacterKey], stats["grow_type"] = 1, int64(plan.Grow)
stats["exp"], stats["tutorial_completed"] = int64(experience), 1
stats[dnfrepo.CharacterStoryDigestLastLevelStatKey] = int64(level)
}
record := dnfrepo.CharacterRecord{
CharacterID: strconv.Itoa(characterID),
AccountID: accountID,
Slot: slot,
Name: name,
Job: strconv.Itoa(int(req.job)),
Level: level,
Stats: stats,
CreatedAt: now,
UpdatedAt: now,
}
if err := s.saveNewCharacter(ctx, repos, record); err != nil {
var rejection dnfpvp.PrivateCreateError
if errors.As(err, &rejection) {
s.logGameEvent(session, "game-pvp-private-create-transaction-rejected", "code", byte(rejection))
}
s.logGameEvent(session, "game-create-save-failed", "account_id", accountID, "character_id", characterID, "error", err)
return s.sendCreateFailure(session, upper, createCodeServerError)
}
updated, err := s.listCharacters(ctx, repos, accountID)
if err != nil {
updated = append(existing, record)
}
// 注:参考实现在这里会设置 session.levelAimingCreatedID(专用角色清零)。
// 本树没有"预约升级"这条链路(gameSession 无该字段),所以不引入该语义。
if err := s.sendCreateSuccess(session, upper, record, updated); err != nil {
return err
}
s.logGameEvent(session, "game-create-success",
"upper", upper,
"account_id", accountID,
"character_id", characterID,
"slot", slot,
"job", req.job,
"name", name,
"option_len", len(req.options))
return nil
}