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

301 lines
11 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"math"
"strconv"
"longheng.io/server/internal/modules/dnf/alignedcmd"
"longheng.io/server/internal/modules/dnf/dnfenum"
dnfproto "longheng.io/server/internal/modules/dnf/protocol"
dnfquest "longheng.io/server/internal/modules/dnf/quest"
)
const (
currentSetQuestTriggerRequestBodySize = dnfquest.CurrentSetTriggerRequestBodySize
currentSetQuestTriggerMaskedRequestBodySize = dnfquest.CurrentMaskedSetTriggerRequestBodySize
)
func currentSetQuestTriggerRequestBodyValid(body []byte) bool {
if len(body) != currentSetQuestTriggerRequestBodySize && len(body) != currentSetQuestTriggerMaskedRequestBodySize {
return false
}
return binary.LittleEndian.Uint16(body[:2]) == uint16(dnfenum.CmdPacketSetQuestTrigger)
}
// currentSetQuestTriggerReplayKey is deliberately scoped to one game TCP
// session. It avoids repeatedly loading and publishing an active quest whose
// persisted trigger has already reached the exact requested state.
type currentSetQuestTriggerReplayKey struct {
characterID uint16
questID uint16
triggerType byte
argument byte
}
func newCurrentSetQuestTriggerReplayKey(characterID uint16, request dnfquest.SetTriggerRequest) currentSetQuestTriggerReplayKey {
return currentSetQuestTriggerReplayKey{
characterID: characterID,
questID: request.QuestID,
triggerType: request.TriggerType,
argument: request.TriggerArgument,
}
}
func (session *gameSession) currentSetQuestTriggerReplaySuppressed(key currentSetQuestTriggerReplayKey) bool {
if session == nil {
return false
}
session.questReplay.triggerMu.Lock()
defer session.questReplay.triggerMu.Unlock()
_, ok := session.questReplay.triggerNoop[key]
return ok
}
func (session *gameSession) suppressCurrentSetQuestTriggerReplay(key currentSetQuestTriggerReplayKey) {
if session == nil {
return
}
session.questReplay.triggerMu.Lock()
defer session.questReplay.triggerMu.Unlock()
if session.questReplay.triggerNoop == nil {
session.questReplay.triggerNoop = make(map[currentSetQuestTriggerReplayKey]struct{}, 1)
}
session.questReplay.triggerNoop[key] = struct{}{}
}
// clearCurrentSetQuestTriggerReplayForQuest advances the session-local replay
// gate when op31 has durably activated a new generation of the same quest ID.
// Without this invalidation a repeatable quest can inherit the previous
// generation's terminal op33 key and silently lose its first valid trigger.
func (session *gameSession) clearCurrentSetQuestTriggerReplayForQuest(characterID, questID uint16) {
if session == nil {
return
}
session.questReplay.triggerMu.Lock()
defer session.questReplay.triggerMu.Unlock()
for key := range session.questReplay.triggerNoop {
if key.characterID == characterID && key.questID == questID {
delete(session.questReplay.triggerNoop, key)
}
}
}
func (s *Service) sendCurrentSetQuestTriggerSuccess(
session *gameSession,
request dnfquest.SetTriggerRequest,
result dnfquest.PlanResult,
bodySource string,
) error {
var payload packetWriter
payload.writeUint16(request.QuestID)
payload.writeUint32(uint32(result.ProgressValue))
s.logGameEvent(session, "game-upper-set-quest-trigger-success-send",
"quest_id", request.QuestID,
"trigger_type", request.TriggerType,
"increment", request.IsIncrement,
"trigger_value", result.ProgressValue,
"status", result.Status,
"msg_id", uint16(dnfenum.CmdPacketSetQuestTrigger),
"classification", dnfproto.DefaultChannelClassification,
"plain_body_len", 7,
"body_source", bodySource)
return s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketSetQuestTrigger), payload.bytes())
}
// handleCurrentSetQuestTrigger closes the current NPC/dialogue quest step.
// The client owns which active quest and trigger channel an NPC interaction
// selects; the server owns the durable update and exact ACK. Nonterminal
// updates may publish the active-quest snapshot; terminal zero must not.
// Same-session no-op replays are intentionally silent because ACKing each
// replay and resending op574 creates a client/server feedback loop.
func (s *Service) handleCurrentSetQuestTrigger(session *gameSession, body []byte) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
if !currentSetQuestTriggerRequestBodyValid(body) {
s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
"body_len", len(body),
"reason", "current_exe_op33_requires_scalar6_or_masked7_body")
return nil
}
request, err := dnfquest.DecodeSetTriggerRequest(body)
if err != nil {
s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
"body_len", len(body),
"reason", "request_decode_failed",
"error", err)
return nil
}
replayKey := newCurrentSetQuestTriggerReplayKey(session.selectedCharacterID, request)
if session.currentSetQuestTriggerReplaySuppressed(replayKey) {
return nil
}
if currentSessionDungeonIsPractice(session) {
repositories, ok := s.repositoryGroup()
if !ok || repositories.Quest == nil {
return nil
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
record, found, loadErr := repositories.Quest.Load(ctx, strconv.FormatUint(uint64(session.selectedCharacterID), 10))
cancel()
if loadErr != nil || !found {
return nil
}
state, exists := record.States[int64(request.QuestID)]
if !exists {
state, exists = record.Progress[int64(request.QuestID)]
}
if !exists {
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketSetQuestTrigger), 22)
}
result := dnfquest.PlanResult{
QuestID: int64(request.QuestID), Known: true, StateChanged: false,
Status: state.Status, TriggerType: state.TriggerType, ProgressValue: state.ProgressValue,
RewardSelectIndex: state.RewardSelectIndex, Multiplier: state.Multiplier,
}
if err := s.sendCurrentSetQuestTriggerSuccess(session, request, result, "current_exe_op33_practice_authoritative_snapshot"); err != nil {
return err
}
session.suppressCurrentSetQuestTriggerReplay(replayKey)
return nil
}
repositories, ok := s.repositoryGroup()
if !ok || repositories.Character == nil || repositories.Quest == nil {
s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
"quest_id", request.QuestID,
"reason", "character_or_quest_repository_unavailable")
return nil
}
owner, err := dnfquest.NewOwner(repositories)
if err != nil {
return err
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
catalog, catalogErr := s.loadQuestCatalog(ctx)
if catalogErr != nil {
s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
"quest_id", request.QuestID,
"reason", "quest_catalog_unavailable",
"error", catalogErr)
return nil
}
if request.TriggerType == 0 && !request.IsIncrement {
linked, linkedErr := s.applyCurrentTownLinkedProgress(ctx, session, owner, catalog, request)
if linkedErr != nil {
s.logGameEvent(session, "game-upper-set-quest-trigger-linked-progress-blocked",
"quest_id", request.QuestID,
"reason", "atomic_linked_progress_failed",
"error", linkedErr)
return nil
}
if linked.Applied {
progress := linked.ParentProgress
if linked.ParentQuestID != int64(request.QuestID) {
progress = 0
}
result := dnfquest.PlanResult{
QuestID: int64(request.QuestID), Known: true, StateChanged: true,
Status: "active", TriggerType: request.TriggerType, ProgressValue: progress,
}
if err := s.sendCurrentSetQuestTriggerSuccess(
session,
request,
result,
"current_exe_op33_parent_after_atomic_linked_objective_archive",
); err != nil {
return err
}
if err := s.sendCurrentLinkedObjectiveSnapshots(
session,
linked.PostCommitQuest,
"current_exe_op33_linked_objective_after_atomic_archive",
); err != nil {
return err
}
s.logGameEvent(session, "game-upper-set-quest-trigger-linked-progress-committed",
"quest_id", request.QuestID,
"parent_quest_id", linked.ParentQuestID,
"parent_progress", linked.ParentProgress,
"completed_quest_ids", linked.CompletedQuestIDs,
"packet_order", "op33_op574_op356")
if progress == 0 {
session.suppressCurrentSetQuestTriggerReplay(replayKey)
}
return nil
}
}
result, err := owner.ApplySetTriggerWithCatalog(ctx, catalog, dnfquest.NewTriggerCommand(alignedcmd.Request{
AccountID: s.accountIDForSession(session),
SelectedCharacterID: session.selectedCharacterID,
}, request))
if err != nil {
s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
"quest_id", request.QuestID,
"trigger_type", request.TriggerType,
"increment", request.IsIncrement,
"reason", "quest_trigger_persist_failed",
"error", err)
return nil
}
if !result.Known || result.ProgressValue < 0 || result.ProgressValue > math.MaxUint32 {
s.logGameEvent(session, "game-upper-set-quest-trigger-blocked",
"quest_id", request.QuestID,
"known", result.Known,
"status", result.Status,
"progress", result.ProgressValue,
"reason", "quest_trigger_result_not_acknowledgeable")
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketSetQuestTrigger), 22)
}
if !result.StateChanged {
// Clear-map persistence can reach terminal zero before the current EXE
// emits its first op33. Acknowledge that first request once so the
// dungeon result handler can cross its transition boundary, without
// publishing another op574 snapshot.
if result.ProgressValue == 0 && result.Status == "active" {
if err := s.sendCurrentSetQuestTriggerSuccess(
session,
request,
result,
"current_exe_op33_success_after_pre_persisted_active_zero",
); err != nil {
return err
}
session.suppressCurrentSetQuestTriggerReplay(replayKey)
return nil
}
if result.ProgressValue == 0 {
session.suppressCurrentSetQuestTriggerReplay(replayKey)
}
s.logGameEvent(session, "game-upper-set-quest-trigger-noop-suppressed",
"quest_id", request.QuestID,
"trigger_type", request.TriggerType,
"increment", request.IsIncrement,
"trigger_value", result.ProgressValue,
"status", result.Status,
"reason", "persisted_trigger_state_unchanged_no_ack_or_op574")
return nil
}
if err := s.sendCurrentSetQuestTriggerSuccess(
session,
request,
result,
"current_exe_op33_success_quest_and_trigger_after_durable_state_change",
); err != nil {
return err
}
// The current client enters its completion transition after an op33 zero.
// Rebuilding the active list at this boundary feeds the same trigger back
// into the client before that transition closes.
if result.ProgressValue == 0 {
session.suppressCurrentSetQuestTriggerReplay(replayKey)
return nil
}
if err := s.sendCurrentActiveQuestSnapshotForSession(session, "current_exe_op33_after_nonterminal_durable_state_change_ack"); err != nil {
return err
}
return nil
}