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
138 lines
4.9 KiB
Go
138 lines
4.9 KiB
Go
package skillcmd
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import (
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"encoding/binary"
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"errors"
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"fmt"
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"math"
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)
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var (
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ErrResponsePointRange = errors.New("skill response point value is out of uint16 range")
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ErrResponseEntryRange = errors.New("skill response entry is out of range")
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ErrResponseSlot = errors.New("skill response slot is unresolved")
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)
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// currentEXEBuySkillFailureCode is a native, bounded op29 rejection understood
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// by the current NoPack.exe. sub_1D1E080 enters its failure branch when the
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// common dispatcher consumes success=0 and passes the following byte as a4;
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// 0x12 is one of the explicitly handled codes and, importantly, releases the
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// client's pending skill-learn operation.
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const currentEXEBuySkillFailureCode byte = 0x12
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// BuildChangeSkillSlotSuccess matches current class1/op28 sub_1D0A4B0. The
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// dispatcher consumes the leading success byte; the handler then reads exactly
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// tree, from, and to before swapping the client-side vector.
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func BuildChangeSkillSlotSuccess(result SlotMutationResult) ([]byte, error) {
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cmd := Command{
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SkillTree: result.SkillTree,
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From: result.From,
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To: result.To,
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ContextIndex: -1,
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Mode: 0,
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}
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if err := validateSkillSlotCommand(cmd); err != nil {
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return nil, err
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}
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return []byte{1, result.SkillTree, result.From, result.To}, nil
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}
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// BuildChangeSkillSlotFailure matches the common current-EXE dispatcher path:
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// a zero success byte closes the pending drag without invoking sub_1D0A4B0's
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// local slot-swap reader.
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func BuildChangeSkillSlotFailure() []byte {
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return []byte{0}
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}
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// BuildChangeAnotherSkillTreeSuccess matches current class1/op260
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// sub_1D0C8F0: the dispatcher consumes success and the reader consumes exactly
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// one target-tree byte.
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func BuildChangeAnotherSkillTreeSuccess(result TreeSwitchMutationResult) ([]byte, error) {
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if result.Current >= currentEXESkillTreeCount || result.Target >= currentEXESkillTreeCount || result.Target == result.Current {
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return nil, fmt.Errorf("%w: current=%d target=%d", ErrSkillTree, result.Current, result.Target)
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}
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return []byte{1, result.Target}, nil
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}
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// BuildChangeAnotherSkillTreeFailure is the live server's bounded op260
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// rejection: failure followed by resource/error code 19.
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func BuildChangeAnotherSkillTreeFailure() []byte {
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return []byte{0, 19}
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}
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// BuildBuySkillSuccess encodes the complete current upper body. The leading
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// success byte is consumed by the dispatcher before sub_1D1E080 reads tree.
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func BuildBuySkillSuccess(result MutationResult) ([]byte, error) {
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if err := validateBuySkillTree(result.SkillTree); err != nil {
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return nil, err
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}
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if result.Points.RemainingSP < 0 || result.Points.RemainingSP > math.MaxUint16 ||
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result.Points.RemainingTP < 0 || result.Points.RemainingTP > math.MaxUint16 {
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return nil, ErrResponsePointRange
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}
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if len(result.Entries) > math.MaxUint8 {
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return nil, ErrResponseEntryRange
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}
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size := 8
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for _, entry := range result.Entries {
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if entry.Slot < 0 || entry.Slot > math.MaxUint8 {
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return nil, fmt.Errorf("%w: skill=%d slot=%d", ErrResponseSlot, entry.SkillID, entry.Slot)
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}
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if entry.Level < 0 || entry.Level > math.MaxUint8 || len(entry.CommandData) > math.MaxUint8 {
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return nil, fmt.Errorf("%w: skill=%d level=%d command=%d", ErrResponseEntryRange, entry.SkillID, entry.Level, len(entry.CommandData))
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}
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size += 5
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if len(entry.CommandData) > 0 {
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size += 1 + len(entry.CommandData)
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}
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}
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body := make([]byte, 0, size)
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body = append(body, 1, result.SkillTree)
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var number [2]byte
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binary.LittleEndian.PutUint16(number[:], uint16(result.Points.RemainingSP))
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body = append(body, number[:]...)
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binary.LittleEndian.PutUint16(number[:], uint16(result.Points.RemainingTP))
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body = append(body, number[:]...)
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body = append(body, byte(len(result.Entries)))
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for _, entry := range result.Entries {
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body = append(body, byte(entry.Slot))
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binary.LittleEndian.PutUint16(number[:], entry.SkillID)
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body = append(body, number[:]...)
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body = append(body, byte(entry.Level))
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if len(entry.CommandData) == 0 {
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body = append(body, 0)
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continue
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}
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body = append(body, 1, byte(len(entry.CommandData)))
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body = append(body, entry.CommandData...)
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}
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body = append(body, result.FinalMode)
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return body, nil
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}
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func BuildBuySkillFailure(code byte) []byte {
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return []byte{0, code}
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}
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// BuildSkillInitSuccess matches current class1/op491 sub_1FEC390. The common
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// dispatcher consumes byte 0, then the handler reads tree and a non-zero
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// success/refresh flag.
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func BuildSkillInitSuccess(result ResetMutationResult) ([]byte, error) {
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if err := validateBuySkillTree(result.SkillTree); err != nil {
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return nil, err
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}
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return []byte{1, result.SkillTree, 1}, nil
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}
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// BuildSkillCommandSuccess mirrors the current EXE ACK-only reader: success
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// byte followed by the raw C2S command body.
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func BuildSkillCommandSuccess(body []byte) []byte {
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result := make([]byte, 1, len(body)+1)
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result[0] = 1
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return append(result, body...)
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}
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func BuildSkillCommandAllDefaultSuccess() []byte {
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return []byte{1}
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}
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