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
63 lines
2.5 KiB
Go
63 lines
2.5 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"strconv"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfemotion "longheng.io/server/internal/modules/dnf/emotion"
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)
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const (
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currentChangeEmotionOpcode uint16 = uint16(dnfenum.CmdPacketChangeEmotion)
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currentEmotionIndexMax uint16 = 0xff
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currentEmotionFailureCode byte = 1
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)
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func (s *Service) handleCurrentChangeEmotion(session *gameSession, body []byte) error {
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if session == nil || session.selectedCharacterID == 0 {
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return nil
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}
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if len(body) < 2 {
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s.logGameEvent(session, "game-change-emotion-blocked", "body_len", len(body), "reason", "body_too_short")
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return nil
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}
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emotionIndex := int16(binary.LittleEndian.Uint16(body[0:2]))
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if emotionIndex < 0 || uint16(emotionIndex) > currentEmotionIndexMax {
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s.logGameEvent(session, "game-change-emotion-blocked", "emotion_index", emotionIndex, "reason", "emotion_index_out_of_range")
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return s.sendGameUpperFailure(session, currentChangeEmotionOpcode, currentEmotionFailureCode)
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}
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characterID := strconv.FormatUint(uint64(session.selectedCharacterID), 10)
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ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
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defer cancel()
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repos, ok := s.repositoryGroup()
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if !ok {
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s.logGameEvent(session, "game-change-emotion-save-failed", "char_id", characterID, "emotion_index", emotionIndex, "reason", "repository_unavailable")
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return s.sendGameUpperFailure(session, currentChangeEmotionOpcode, currentEmotionFailureCode)
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}
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owner, err := dnfemotion.NewOwner(repos)
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if err == nil {
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_, err = owner.Apply(ctx, dnfemotion.Command{AccountID: s.accountIDForSession(session), SelectedCharacterID: session.selectedCharacterID, EmotionIndex: uint16(emotionIndex)})
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}
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if err != nil {
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s.logGameEvent(session, "game-change-emotion-save-failed", "char_id", characterID, "emotion_index", emotionIndex, "reason", err)
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return s.sendGameUpperFailure(session, currentChangeEmotionOpcode, currentEmotionFailureCode)
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}
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s.logGameEvent(session, "game-change-emotion",
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"char_id", characterID,
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"emotion_index", emotionIndex)
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// ACK: IDA sub_1D18900 reads u16 emotionIndex from success body.
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// Note: extended-login dispatch re-registers 254 as DoNothing, but the
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// lobby handler sub_1CF5280 may still consume the body.
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var w packetWriter
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w.writeUint16(uint16(emotionIndex))
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if err := s.sendGameUpperSuccess(session, currentChangeEmotionOpcode, w.bytes()); err != nil {
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return err
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}
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return s.sendCurrentMoodProjection(session, uint16(emotionIndex), "change_emotion_after_ack")
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}
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