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
95 lines
3.4 KiB
Go
95 lines
3.4 KiB
Go
package dnfbridge
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import (
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"bytes"
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"testing"
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)
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// 2026-09-14 22:37 活体(conn game-000147,channel 191,决斗场房间):
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//
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// 14:37:07 mode=3 → 只发给说话者自己(scope=private_scene)
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// 14:37:14 mode=5 → game-town-chat-rejected reason=unsupported_chat_mode
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//
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// 聊天窗对这两种情况都表现为"打不出去"。房间是私有地图,永远不进城镇 presence 注册表,
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// 所以区域频道也解析不到任何听众;而决斗场频道用的 mode 5 当时根本没被路由。
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func TestArenaRoomChatReachesEverySeat(t *testing.T) {
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service := pvpRoomTestService(t)
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ownerConn := &bufferConn{}
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peerConn := &bufferConn{}
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owner := &gameSession{
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conn: ownerConn, connID: "arena-chat-owner",
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selectedCharacterID: 29, channel: service.catalog.Channels()[1],
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}
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peer := &gameSession{
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conn: peerConn, connID: "arena-chat-peer",
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selectedCharacterID: 30, channel: service.catalog.Channels()[1],
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}
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service.bindGameSessionCharacter(owner, 29)
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service.bindGameSessionCharacter(peer, 30)
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seedPVPRoomTestSession(service, owner)
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room := service.pvpRooms[1]
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room.members[1] = ¤tPVPMember{session: peer, characterID: 30}
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room.seatState[1] = 1
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for _, test := range []struct {
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name string
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mode byte
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}{
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{name: "arena channel", mode: currentTownChatArenaMode},
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{name: "area channel inside the room", mode: currentTownChatAreaMode},
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} {
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t.Run(test.name, func(t *testing.T) {
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ownerConn.write.Reset()
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peerConn.write.Reset()
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body := buildCurrentTownChatRequestForTest(test.mode, []byte("决斗场房间说话"))
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if err := service.handleCurrentTownChat(owner, body); err != nil {
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t.Fatal(err)
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}
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for _, seat := range []struct {
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label string
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conn *bufferConn
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}{
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{label: "speaker", conn: ownerConn},
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{label: "other seat", conn: peerConn},
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} {
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packets := seat.conn.write.Bytes()
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if len(packets) == 0 {
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t.Fatalf("%s 没有收到任何聊天包(mode=%d)", seat.label, test.mode)
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}
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packet, rest := splitGameServerUpperPacket(t, packets)
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if packet.Header.MsgID != currentTownChatNotificationMsgID || packet.Header.Classification != 0 ||
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len(rest) != 0 {
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t.Fatalf("%s 收到的不是聊天通知: header=%+v rest=%x", seat.label, packet.Header, rest)
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}
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if !bytes.Contains(packet.Body, []byte("决斗场房间说话")) {
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t.Fatalf("%s 的聊天内容不正确: %x", seat.label, packet.Body)
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}
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}
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})
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}
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}
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// 未入座时应保持历史行为:只有说话者自己,而不是回答失败码(聊天窗会把它渲染成沉默)。
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func TestArenaChannelChatWithoutASeatKeepsTheSpeakerOnly(t *testing.T) {
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service := pvpRoomTestService(t)
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conn := &bufferConn{}
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session := &gameSession{
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conn: conn, connID: "arena-chat-unseated",
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selectedCharacterID: 31, channel: service.catalog.Channels()[1],
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}
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service.bindGameSessionCharacter(session, 31)
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if err := service.handleCurrentTownChat(session, buildCurrentTownChatRequestForTest(
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currentTownChatArenaMode, []byte("没有房间"))); err != nil {
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t.Fatal(err)
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}
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packets := conn.write.Bytes()
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if len(packets) == 0 {
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t.Fatal("未入座的说话者连自己的聊天包都没收到")
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}
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packet, rest := splitGameServerUpperPacket(t, packets)
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if packet.Header.MsgID != currentTownChatNotificationMsgID || len(rest) != 0 {
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t.Fatalf("未入座的说话者收到的不是聊天通知: header=%+v rest=%x", packet.Header, rest)
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}
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}
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