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

393 lines
17 KiB
Go

package dnfbridge
import (
"context"
"encoding/binary"
"errors"
"fmt"
"strconv"
"strings"
"time"
"longheng.io/server/internal/modules/dnf/alignedcmd"
"longheng.io/server/internal/modules/dnf/dnfenum"
"longheng.io/server/internal/modules/dnf/premium"
dnfproto "longheng.io/server/internal/modules/dnf/protocol"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const currentPremiumServiceBlobSize = 74
func premiumGameplayModule() gameplayModuleDefinition {
serviceOpcode := uint16(dnfenum.CmdPacketPremiumService)
recoverOpcode := uint16(dnfenum.CmdPacketRecoverStamina)
crystalUpdateOpcode := uint16(dnfenum.CmdPacketUpdateContractOfCubeInfo)
crystalConsumeOpcode := uint16(dnfenum.CmdPacketUseLimitCube)
serviceHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
return service.handleCurrentPremiumService(session, request.Body)
}
crystalUpdateHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
return service.handleCurrentCrystalContractUpdate(session, request.Body)
}
crystalConsumeHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
return service.handleCurrentLimitedCubeUseRequest(session, request.Body)
}
recoverHandler := func(service *Service, session *gameSession, request gameplayRequest) error {
return service.handleCurrentPremiumFreeWeakness(session, request.Body)
}
return gameplayModuleDefinition{
Name: "premium-service",
LegacyHandlers: map[uint16]gameplayHandler{
serviceOpcode: serviceHandler,
// The 解除虚弱 NPC button sends op9 on the legacy path
// (cmd=1 type=9). Registering it only under UpperHandlers meant
// the request was received, logged and then dropped with no
// dispatch at all -- the NPC simply did nothing, and no
// weakness-recovery event was ever written.
recoverOpcode: recoverHandler,
crystalUpdateOpcode: crystalUpdateHandler,
crystalConsumeOpcode: crystalConsumeHandler,
},
UpperHandlers: map[uint16]gameplayHandler{
serviceOpcode: func(service *Service, session *gameSession, request gameplayRequest) error {
if !requireDefaultGameplayClassification(
service,
session,
request,
"game-premium-service-request-blocked",
"current_exe_op903_command_class_mismatch",
) {
return nil
}
return serviceHandler(service, session, request)
},
recoverOpcode: func(service *Service, session *gameSession, request gameplayRequest) error {
if !requireDefaultGameplayClassification(
service,
session,
request,
"game-premium-free-weakness-blocked",
"current_exe_op9_command_class_mismatch",
) {
return nil
}
return recoverHandler(service, session, request)
},
crystalUpdateOpcode: defaultClassGameplayHandler(
"game-crystal-contract-selection-request-blocked",
"current_exe_op535_command_class_mismatch",
func(service *Service, session *gameSession, body []byte) error {
return crystalUpdateHandler(service, session, gameplayRequest{Body: body})
},
),
crystalConsumeOpcode: defaultClassGameplayHandler(
"game-limit-cube-use-request-blocked",
"current_exe_op338_command_class_mismatch",
func(service *Service, session *gameSession, body []byte) error {
return crystalConsumeHandler(service, session, gameplayRequest{Body: body})
},
),
},
}
}
func (s *Service) handleCurrentPremiumService(session *gameSession, body []byte) error {
// Current EXE action 1 carries a 74-byte blob. sub_206A240 sends slot 3
// when the seven-buff service is actually applied; account for that daily
// use before returning the complete authoritative state.
if len(body) >= 2+currentPremiumServiceBlobSize && binary.LittleEndian.Uint16(body[:2]) == 1 {
slot := int64(binary.LittleEndian.Uint16(body[2:4]))
if slot == premium.DevilSlotSevenBuff {
if err := s.consumeCurrentPremiumServiceDaily(session, slot, s.gameplayNow()); err != nil {
s.logGameEvent(session, "game-premium-service-use-blocked",
"slot", slot,
"reason", err)
}
}
}
return s.sendCurrentPremiumServiceState(session, "op903_request", currentPremiumServiceTypeForSession(session))
}
// handleCurrentPremiumFreeWeakness answers op9, the 解除虚弱状态 NPC action
// (etc/popupmenu.etc entry 48).
//
// The client's u16 says which button was pressed - NoPack sub_30C6B10 sends 1
// for the 魔王契约 route and 0 for the paid one - but it is a request, not a
// verdict. The server decides whether the contract is active, whether its daily
// quota remains, and whether the gold is there; the previous implementation
// spent the quota purely because the client had asked, and cleared nothing.
//
// The answer shape is the current EXE's own: sub_1D11820 reads [ebp+0xC] as the
// status byte and, on success, calls the condition setter (vtable+0xAD4) with
// 100 - the only write of that value anywhere in the binary. The failure branch
// sub_1D11900 reads [ebp+0x10] as a reason code and decodes 0x12 (no weakness)
// and 0x16 (cannot afford) into their own messages.
func (s *Service) handleCurrentPremiumFreeWeakness(session *gameSession, body []byte) error {
if session == nil || session.selectedCharacterID == 0 {
return nil
}
useContract := len(body) >= 2 && binary.LittleEndian.Uint16(body[:2]) == 1
// The gameplay clock, not the wall clock: the daily quota, the contract
// expiry and the weakness write must all agree on "now".
now := s.gameplayNow()
character, err := s.currentWeaknessCharacter(session)
if err != nil {
s.logGameEvent(session, "game-weakness-recovery-blocked", "reason", err)
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), currentWeaknessReasonNotWeakened)
}
level := currentWeaknessLevel(character)
if level == 0 {
s.logGameEvent(session, "game-weakness-recovery-refused",
"char_id", session.selectedCharacterID,
"requested_contract", useContract,
"reason_code", currentWeaknessReasonNotWeakened,
"reason", "character_is_not_weakened")
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), currentWeaknessReasonNotWeakened)
}
if useContract {
// Server-side verdict: active contract plus remaining daily quota, and
// the quota is spent only when the clear actually happens below.
if err := s.consumeCurrentPremiumServiceDaily(session, premium.DevilSlotFreeWeakness, now); err != nil {
s.logGameEvent(session, "game-weakness-recovery-refused",
"char_id", session.selectedCharacterID,
"slot", premium.DevilSlotFreeWeakness,
"reason_code", currentWeaknessReasonCannotAfford,
"reason", err)
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), currentWeaknessReasonCannotAfford)
}
if _, _, _, err := s.clearCurrentWeakness(session, 0); err != nil {
s.logGameEvent(session, "game-weakness-recovery-blocked", "reason", err)
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), currentWeaknessReasonCannotAfford)
}
s.logGameEvent(session, "game-weakness-recovery-committed",
"char_id", session.selectedCharacterID,
"route", "devil_contract_slot5",
"exemption", string(currentWeaknessExemptionDevilSlot),
"cleared_level", level,
"gold_cost", 0)
if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketRecoverStamina), nil); err != nil {
return err
}
// The success ACK clears the weakness UI but says nothing about the
// contract; without this the panel keeps showing the pre-use count.
return s.sendCurrentPremiumServiceState(session, "devil_contract_free_weakness_after_op9", currentPremiumServiceTypeForSession(session))
}
cost := int64(0)
if table, tableErr := s.currentWeaknessCostTable(); tableErr == nil {
cost = table.recoveryCost(level, int64(character.Level))
} else {
s.logGameEvent(session, "game-weakness-recovery-cost-unavailable", "reason", tableErr)
}
clearedLevel, remainingGold, goldSource, err := s.clearCurrentWeakness(session, cost)
if err != nil {
reason := currentWeaknessReasonCannotAfford
if errors.Is(err, errCurrentWeaknessNotWeakened) {
reason = currentWeaknessReasonNotWeakened
}
s.logGameEvent(session, "game-weakness-recovery-refused",
"char_id", session.selectedCharacterID,
"gold_cost", cost,
"reason_code", reason,
"reason", err)
return s.sendGameUpperFailure(session, uint16(dnfenum.CmdPacketRecoverStamina), reason)
}
s.logGameEvent(session, "game-weakness-recovery-committed",
"char_id", session.selectedCharacterID,
"route", "gold",
"cleared_level", clearedLevel,
"gold_cost", cost,
"gold_after", remainingGold,
"gold_source", string(goldSource))
if err := s.sendGameUpperSuccess(session, uint16(dnfenum.CmdPacketRecoverStamina), nil); err != nil {
return err
}
if cost > 0 {
// The wallet is main-list slot 0, but on this server it is projected
// from the character's gold column, so an incremental refresh of that
// slot resolves nothing. Push the wallet the way every other gold
// spender does. Only a payment that really came out of the legacy
// inventory row needs that row re-sent instead.
if goldSource == currentWeaknessGoldSourceLegacySlot {
return s.sendSelectedIncrementalItemSlotRefreshes(session, "weakness_recovery_gold", []alignedcmd.ItemSlotRefresh{{
ListType: dnfrepo.MainInventoryListType,
SlotIndex: 0,
}})
}
return s.sendSelectedMainWalletsRefresh(session, "weakness_recovery_gold")
}
return nil
}
func (s *Service) currentWeaknessCharacter(session *gameSession) (dnfrepo.CharacterRecord, error) {
repositories, ok := s.repositoryGroup()
if !ok || repositories.Character == nil {
return dnfrepo.CharacterRecord{}, errCurrentWeaknessUnavailable
}
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
character, found, err := repositories.Character.Load(ctx, strconv.Itoa(int(session.selectedCharacterID)))
if err != nil {
return dnfrepo.CharacterRecord{}, err
}
if !found {
return dnfrepo.CharacterRecord{}, errCurrentWeaknessUnavailable
}
return character, nil
}
func (s *Service) currentPremiumServiceRecords(
ctx context.Context,
session *gameSession,
) (dnfrepo.Group, dnfrepo.AccountRecord, dnfrepo.CharacterRecord, error) {
repositories, ok := s.repositoryGroup()
if !ok || repositories.Account == nil || repositories.Character == nil {
return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("premium repositories are unavailable")
}
if session == nil || session.selectedCharacterID == 0 {
return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("premium selected character is missing")
}
accountID := strings.TrimSpace(s.accountIDForSession(session))
characterID := strconv.Itoa(int(session.selectedCharacterID))
account, found, err := repositories.Account.Load(ctx, accountID)
if err != nil {
return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("load premium account: %w", err)
}
if !found {
return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("premium account %q is missing", accountID)
}
character, found, err := repositories.Character.Load(ctx, characterID)
if err != nil {
return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("load premium character: %w", err)
}
if !found || strings.TrimSpace(character.AccountID) != accountID {
return dnfrepo.Group{}, dnfrepo.AccountRecord{}, dnfrepo.CharacterRecord{}, fmt.Errorf("premium character ownership mismatch")
}
return repositories, account, character, nil
}
func (s *Service) consumeCurrentPremiumServiceDaily(session *gameSession, slot int64, now time.Time) error {
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
repositories, ok := s.repositoryGroup()
if !ok || repositories.Account == nil || repositories.CharacterAssets == nil {
return fmt.Errorf("premium account/character transaction is unavailable")
}
if session == nil || session.selectedCharacterID == 0 {
return fmt.Errorf("premium selected character is missing")
}
accountID := strings.TrimSpace(s.accountIDForSession(session))
characterID := strconv.Itoa(int(session.selectedCharacterID))
account, found, err := repositories.Account.Load(ctx, accountID)
if err != nil {
return fmt.Errorf("load premium account: %w", err)
}
if !found {
return fmt.Errorf("premium account %q is missing", accountID)
}
if !premium.Active(account, premium.DevilSlotType(slot), now) {
return fmt.Errorf("premium slot %d is inactive", slot)
}
return repositories.CharacterAssets.WithinCharacterAssets(
ctx,
characterID,
func(
characters dnfrepo.CharacterRepository,
_ dnfrepo.InventoryRepository,
_ dnfrepo.EquipmentRepository,
) error {
character, characterFound, loadErr := characters.Load(ctx, characterID)
if loadErr != nil {
return fmt.Errorf("load premium character: %w", loadErr)
}
if !characterFound || strings.TrimSpace(character.AccountID) != accountID {
return fmt.Errorf("premium character ownership mismatch")
}
if !premium.TryConsumeDaily(&character, slot, now) {
return fmt.Errorf("premium slot %d daily limit %d reached", slot, premium.DailyLimit(slot))
}
return dnfrepo.SaveCharacterFields(ctx, characters, character, dnfrepo.CharacterFieldStats)
},
)
}
// currentPremiumServiceTypeForSession picks the op903 serviceType for a send that
// is NOT the login/entry scene tail.
//
// serviceType 1 makes the client apply the body to the contract singleton its UI
// reads and, while its own one-shot "show the contract panel" flag is still
// armed, open that panel (handler 0x01CFE1D0 -> 0x01CFE2AA). The flag is armed by
// the client's class1/op4 SELECT_CHARACTER handler and cleared by the first type-1
// body, so the intended flow is exactly one type-1 send per login: the scene
// tail's. A session whose tail never ran must not answer with 1, or the panel
// pops wherever the first such answer lands -- live 2026-09-16T14:23:54Z on conn
// game-000209 the tail stayed deferred ("wait_for_current_exe_legacy_type1345_u32_2_scene_ready")
// and an in-dungeon op903 request popped the panel. After the tail consumed the
// flag, 1 is safe again and keeps the contract UI data fresh.
func currentPremiumServiceTypeForSession(session *gameSession) uint16 {
if session != nil && session.premiumPanelFlagConsumed.Load() {
return premium.ServiceTypePanel
}
return premium.ServiceTypeSilent
}
func (s *Service) sendCurrentPremiumServiceState(session *gameSession, source string, serviceType uint16) error {
ctx, cancel := context.WithTimeout(context.Background(), createWriteTimeout)
defer cancel()
repositories, ok := s.repositoryGroup()
if !ok || repositories.Account == nil || repositories.Character == nil {
return fmt.Errorf("premium repositories are unavailable")
}
accountID := strings.TrimSpace(s.accountIDForSession(session))
account, found, err := repositories.Account.Load(ctx, accountID)
if err != nil {
return fmt.Errorf("load premium account state: %w", err)
}
if !found {
account = dnfrepo.AccountRecord{}
}
character := dnfrepo.CharacterRecord{}
if session != nil && session.selectedCharacterID != 0 {
characterID := strconv.Itoa(int(session.selectedCharacterID))
loaded, characterFound, loadErr := repositories.Character.Load(ctx, characterID)
if loadErr != nil {
return fmt.Errorf("load premium character state: %w", loadErr)
}
if characterFound {
if strings.TrimSpace(loaded.AccountID) != accountID {
return fmt.Errorf("premium character ownership mismatch")
}
character = loaded
}
}
// The gameplay clock, not the wall clock: the service-day bucket this body
// reports usage against has to be the same one consumeCurrentPremiumServiceDaily
// wrote into, or every fresh use reads back as unused.
now := s.gameplayNow()
body := buildCurrentPremiumServiceDataBody(account, character, now, serviceType)
s.logGameEvent(session, "game-premium-service-state-send",
"source", source,
"msg_id", uint16(dnfenum.CmdPacketPremiumService),
"classification", dnfproto.DefaultChannelClassification,
"body_len", len(body),
"service_type", serviceType,
"slot_count", premium.DevilSlotCount,
"state_source", "account_expiry_and_character_service_day_usage")
if err := s.sendGameUpperRawClass(
session,
uint16(dnfenum.CmdPacketPremiumService),
body,
dnfproto.DefaultChannelClassification,
); err != nil {
return err
}
if serviceType == premium.ServiceTypePanel && session != nil {
// The client clears its one-shot panel flag on this body, so every later
// type-1 send can no longer open the contract panel.
session.premiumPanelFlagConsumed.Store(true)
}
return nil
}