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
76 lines
3.4 KiB
Go
76 lines
3.4 KiB
Go
package dnfbridge
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import (
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"context"
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"testing"
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"time"
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"longheng.io/server/internal/modules/dnf/alignedcmd"
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dnfguild "longheng.io/server/internal/modules/dnf/guild"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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dnfrepomemory "longheng.io/server/internal/modules/dnf/repository/memory"
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)
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// newGuildTeleportTest is the upstream guild-teleport fixture, ported so the
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// 公会战 / 代表角色 tests that share it can run here.
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//
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// Two adaptations, both because this tree's op434/435 is our own party-teleport
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// state machine rather than upstream's currentGuildTeleport (see party_teleport.go
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// and decision D4):
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//
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// - cleanup calls endCurrentPartyTeleportForSession instead of upstream's
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// closeCurrentGuildTeleportSession, which does not exist here;
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// - nothing else changes: in particular the guild is still created with an
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// active 公会传送 (type 7) benefit, which is the precondition both forks now
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// require when a request passes the gate.
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//
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// Upstream's own TestCurrentGuildTeleportNativeLifecycle is deliberately NOT
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// ported: it drives upstream's state machine, which this tree does not use.
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func newGuildTeleportTest(t *testing.T) (*Service, *gameSession, *gameSession, dnfrepo.Group) {
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t.Helper()
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s, leader, old := newTownMoveTest(t)
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s.gameplayTimers = newFakeCurrentDungeonDeathTimerQueue()
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ctx := context.Background()
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repositories := dnfrepomemory.NewMemoryGroup()
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character, _, _ := old.Character.Load(ctx, "29")
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character.Name = "master"
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if err := repositories.Character.Save(ctx, character); err != nil {
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t.Fatal(err)
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}
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guest := dnfrepo.CloneCharacter(character)
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guest.CharacterID, guest.AccountID, guest.Name = "30", "dnf:2", "guest"
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if err := repositories.Character.Save(ctx, guest); err != nil {
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t.Fatal(err)
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}
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s.repositoryProvider = func() (dnfrepo.Group, bool) { return repositories, true }
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s.options.gameUpperBodyCodec = gameUpperBodyCodecPlain
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leader.accountID = character.AccountID
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member := &gameSession{conn: &bufferConn{}, accountID: guest.AccountID, selectedCharacterID: 30, characterGeneration: 2,
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channel: leader.channel, residentChannel: leader.channel, townSceneReadyCharacterID: 30,
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connectionTownActorOwnerChannel: byte(leader.channel.ID), townActorOwnerChannel: byte(leader.channel.ID)}
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s.gameSessions = map[uint16]*gameSession{29: leader, 30: member}
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enableTownMoveSkillProjection(t, s, repositories, "29")
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enableTownMoveSkillProjection(t, s, repositories, "30")
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registry := dnfguild.NewRegistry()
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guild, err := registry.Create(character, "guild", s.gameplayNow())
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if err != nil {
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t.Fatal(err)
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}
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guild.Benefits = map[byte]dnfguild.Benefit{7: {Type: 7, Value: 10, Mode: 1, ExpiresAt: s.gameplayNow().Add(time.Hour)}}
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if err := dnfguild.Save(ctx, repositories.Settings, registry, s.gameplayNow()); err != nil {
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t.Fatal(err)
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}
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identity, _ := s.boundGameSessionCharacterSnapshot(leader)
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m, _ := s.runtimePartyMemberForIdentity(identity)
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created := s.runtimePartyManagerForService().EnsureLeader(m, alignedcmd.PartyState{})
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identity, _ = s.boundGameSessionCharacterSnapshot(member)
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m, _ = s.runtimePartyMemberForIdentity(identity)
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joined := s.runtimePartyManagerForService().Join(created.Party.ID, m)
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if !joined.OK {
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t.Fatalf("party: %+v", joined)
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}
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s.publishRuntimePartySnapshot(joined.Party)
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t.Cleanup(func() { s.endCurrentPartyTeleportForSession(leader) })
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return s, leader, member, repositories
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}
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