Files
90CNServer/server/internal/services/dnfbridge/dungeon_training_room_buff_test.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

120 lines
4.4 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"testing"
"longheng.io/server/internal/modules/dnf/channelcatalog"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
func TestTrainingRoomDirectEntryReplaysBuffRegistrationAfterFinishLoading(t *testing.T) {
service, _ := prepareTutorialScopeRuntime(t, tutorialScopeFixtureOptions{disableTutorial: true})
repositories, ok := service.repositoryGroup()
if !ok {
t.Fatal("training-room fixture repositories unavailable")
}
const (
chronicleItemID uint32 = 116010135
chronicleSerial uint32 = 20
)
chronicleRaw := make([]byte, currentItemListEntryWireSize)
binary.LittleEndian.PutUint16(chronicleRaw[0:2], 17)
binary.LittleEndian.PutUint32(chronicleRaw[2:6], chronicleItemID)
if err := repositories.Inventory.Save(context.Background(), dnfrepo.InventoryRecord{
CharacterID: "99",
Slots: map[string]dnfrepo.ItemStack{
"0:17": {ItemID: int64(chronicleItemID), Count: 1, RawEntry: chronicleRaw, Extra: map[string]string{"item_serial": "20"}},
},
}); err != nil {
t.Fatalf("save registered Chronicle inventory: %v", err)
}
if err := saveSkillSwitchInventoryState(context.Background(), repositories.Settings, "99", skillSwitchInventoryState{
SkillID: 40,
Items: []skillSwitchBinding{{EquipmentPart: 12, ItemSerial: chronicleSerial, ItemID: chronicleItemID}},
}); err != nil {
t.Fatalf("save training-room BUFF registration: %v", err)
}
newSession := func() (*bufferConn, *gameSession) {
connection := &bufferConn{}
return connection, &gameSession{
conn: connection,
channel: channelcatalog.Channel{ID: 16},
residentChannel: channelcatalog.Channel{ID: 16},
selectedCharacterID: 99,
}
}
// Without the direct-entry arm nothing is replayed: every other route owns
// its own op559 and must not get a second one here.
idleConnection, idle := newSession()
if err := service.sendCurrentTrainingRoomBuffRegistration(idle, "test_not_training_room"); err != nil {
t.Fatal(err)
}
if idleConnection.write.Len() != 0 {
t.Fatalf("unarmed session sent %d bytes", idleConnection.write.Len())
}
connection, session := newSession()
session.trainingRoomBuffRegistrationPending = true
if err := service.sendCurrentTrainingRoomBuffRegistration(session, "test_training_room"); err != nil {
t.Fatal(err)
}
if session.trainingRoomBuffRegistrationPending {
t.Fatal("training-room BUFF replay stayed armed after sending")
}
found := false
stream := connection.write.Bytes()
for len(stream) > 0 {
packet, rest := splitCurrentGameServerUpperPacketAuto(t, stream)
if packet.Header.MsgID == skillSwitchInventoryAllDataWire {
found = true
if len(packet.Body) < 3 || packet.Body[0] != 40 || packet.Body[2] != 1 {
t.Fatalf("training-room BUFF registration body=%x", packet.Body)
}
}
stream = rest
}
if !found {
t.Fatal("training-room finish loading did not replay the BUFF registration")
}
// A second finish loading in the same scene must not send a duplicate.
duplicateConnection := &bufferConn{}
session.conn = duplicateConnection
if err := service.sendCurrentTrainingRoomBuffRegistration(session, "test_training_room_again"); err != nil {
t.Fatal(err)
}
if duplicateConnection.write.Len() != 0 {
t.Fatalf("second finish loading resent the BUFF registration: %d bytes", duplicateConnection.write.Len())
}
// And the hook is really reached from the finish-loading player state, not
// only callable in isolation - that is the whole point of deferring it.
hookConnection, hookSession := newSession()
// The direct-entry projection already installed the dungeon skill manager,
// so finish loading only publishes state - same as the live route.
hookSession.dungeonSceneSkillInfoSent = true
hookSession.trainingRoomBuffRegistrationPending = true
if err := service.sendCurrentPostFinishLoadingPlayerState(hookSession, "test_training_room_finish_loading"); err != nil {
t.Fatal(err)
}
if hookSession.trainingRoomBuffRegistrationPending {
t.Fatal("finish-loading player state did not consume the training-room BUFF replay")
}
hookFound := false
stream = hookConnection.write.Bytes()
for len(stream) > 0 {
packet, rest := splitCurrentGameServerUpperPacketAuto(t, stream)
if packet.Header.MsgID == skillSwitchInventoryAllDataWire {
hookFound = true
}
stream = rest
}
if !hookFound {
t.Fatal("finish-loading player state did not replay the training-room BUFF registration")
}
}