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
145 lines
4.6 KiB
Go
145 lines
4.6 KiB
Go
package dnfbridge
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import (
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"context"
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"strconv"
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"time"
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dnfjoust "longheng.io/server/internal/modules/dnf/joust"
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)
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const currentJoustPhaseTimerName = "joust:phase"
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func (service *Service) startCurrentJoustScheduler(ctx context.Context) {
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if service == nil {
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return
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}
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if err := service.scheduleNextCurrentJoustBoundary(ctx); err != nil {
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service.logWarn("schedule joust boundary failed", "error", err)
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}
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}
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func (service *Service) scheduleNextCurrentJoustBoundary(ctx context.Context) error {
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queue := service.ensureGameplayTimeQueue()
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if queue == nil {
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return errGameplayTimeQueueUnavailable
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}
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now := queue.Now().UTC()
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delay := dnfjoust.NextBoundaryAfter(now).Sub(now)
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if delay < time.Millisecond {
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delay = time.Millisecond
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}
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return queue.ScheduleAfter(currentJoustPhaseTimerName, delay, func(due time.Time) {
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if ctx != nil && ctx.Err() != nil {
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return
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}
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service.handleCurrentJoustBoundary(due.UTC())
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if err := service.scheduleNextCurrentJoustBoundary(ctx); err != nil && (ctx == nil || ctx.Err() == nil) {
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service.logWarn("reschedule joust boundary failed", "error", err)
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}
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})
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}
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func (service *Service) handleCurrentJoustBoundary(now time.Time) {
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timeline := dnfjoust.TimelineAt(now)
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sessions := service.currentJoustSessionSnapshot()
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if len(sessions) == 0 {
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return
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}
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ctx, cancel := context.WithTimeout(context.Background(), 3*createWriteTimeout)
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defer cancel()
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if timeline.Phase == dnfjoust.PhaseSettled {
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accounts := make(map[string]struct{})
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for _, session := range sessions {
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accounts[service.accountIDForSession(session)] = struct{}{}
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}
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service.joustOperationMu.Lock()
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for accountID := range accounts {
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results, err := service.settleCurrentJoustAccount(ctx, accountID, now)
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if err != nil {
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service.logWarn("joust settlement deferred", "account", accountID, "round", timeline.Round, "error", err)
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}
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for _, result := range results {
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if !result.Won || result.MailID == "" {
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continue
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}
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characterID, parseErr := strconv.ParseUint(result.CharacterID, 10, 16)
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if parseErr != nil {
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continue
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}
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if session, found := service.onlineGameSession(uint16(characterID)); found {
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if alarmErr := service.sendMailboxAlarmToOnlineRecipient(session.selectedCharacterID); alarmErr != nil {
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service.logGameEvent(session, "game-joust-settlement-mail-alarm-deferred", "mail_id", result.MailID, "reason", alarmErr.Error())
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}
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}
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}
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}
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service.joustOperationMu.Unlock()
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}
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for _, session := range sessions {
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if err := service.pushCurrentJoustBoundarySnapshot(ctx, session, timeline); err != nil {
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service.logGameEvent(session, "game-joust-boundary-push-failed", "round", timeline.Round, "phase", timeline.Phase, "reason", err.Error())
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}
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}
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}
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func (service *Service) pushCurrentJoustBoundarySnapshot(
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ctx context.Context,
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session *gameSession,
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timeline dnfjoust.Timeline,
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) error {
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// A state transition is the native animation trigger. In particular, the
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// semi-final still uses state 2 but needs a fresh state packet before its
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// stage-1 bracket snapshot, otherwise the current EXE paints the outcome
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// directly and skips its countdown/battle/horse-flash sequence.
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sendState := timeline.Phase == dnfjoust.PhaseBetting ||
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timeline.Phase == dnfjoust.PhaseQuarterFinal ||
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timeline.Phase == dnfjoust.PhaseSemiFinal ||
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(timeline.Phase == dnfjoust.PhaseFinal && timeline.Stage == 2) ||
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timeline.Phase == dnfjoust.PhaseSettled
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if sendState {
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if err := service.sendGameUpperRawClass(session, currentJoustStatePushMsgID, buildCurrentJoustState(timeline), 0); err != nil {
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return err
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}
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}
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if timeline.Phase == dnfjoust.PhaseBetting {
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return service.sendCurrentJoustOpeningRoster(session)
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}
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catalog, err := service.currentJoustCatalog(ctx)
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if err != nil {
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return err
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}
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tournament, err := catalog.TournamentFor(timeline.Round)
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if err != nil {
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return err
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}
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body, err := buildCurrentJoustMatchSnapshot(timeline.Round, timeline.Stage, tournament)
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if err != nil {
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return err
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}
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return service.sendGameUpperRawClass(session, currentJoustMatchPushMsgID, body, 0)
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}
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func (service *Service) currentJoustSessionSnapshot() []*gameSession {
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if service == nil {
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return nil
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}
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service.mu.Lock()
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defer service.mu.Unlock()
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sessions := make([]*gameSession, 0, len(service.gameSessions))
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seen := make(map[*gameSession]struct{}, len(service.gameSessions))
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for _, session := range service.gameSessions {
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if session == nil || session.selectedCharacterID == 0 {
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continue
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}
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if _, duplicate := seen[session]; duplicate {
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continue
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}
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seen[session] = struct{}{}
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sessions = append(sessions, session)
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}
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return sessions
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}
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