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

114 lines
2.8 KiB
Go

package dnfbridge
import (
"context"
"time"
"longheng.io/server/internal/platform/timequeue"
)
// gameplayTimeQueue is the single process-local scheduler used by gameplay.
// Durable expiry timestamps remain repository state and are reconstructed by
// the owning gameplay when a session starts. Transport deadlines and database
// request timeouts are infrastructure concerns and deliberately stay outside
// this queue.
type gameplayTimeQueue interface {
Now() time.Time
ScheduleAfter(string, time.Duration, timequeue.Callback) error
// RegisterDaily arms a callback at a wall-clock moment in the queue's own
// location, which defaults to UTC+8 - the same 06:00 boundary service days
// roll on. It is only a notification source: durable daily state is settled
// when it is read, never by this timer.
RegisterDaily(string, int, int, timequeue.Callback) error
Cancel(string) bool
Start(context.Context)
}
type processGameplayTimeQueue struct {
queue *timequeue.Service
now func() time.Time
}
func newProcessGameplayTimeQueue(onPanic func(string, any)) *processGameplayTimeQueue {
now := time.Now
return &processGameplayTimeQueue{
queue: timequeue.New(timequeue.Options{Now: now, OnPanic: onPanic}),
now: now,
}
}
func (q *processGameplayTimeQueue) Now() time.Time {
if q == nil || q.now == nil {
return time.Now()
}
return q.now()
}
func (q *processGameplayTimeQueue) ScheduleAfter(
name string,
delay time.Duration,
callback timequeue.Callback,
) error {
if q == nil || q.queue == nil {
return errGameplayTimeQueueUnavailable
}
_, err := q.queue.ScheduleAfter(name, delay, callback)
return err
}
func (q *processGameplayTimeQueue) RegisterDaily(
name string,
hour, minute int,
callback timequeue.Callback,
) error {
if q == nil || q.queue == nil {
return errGameplayTimeQueueUnavailable
}
_, err := q.queue.RegisterDaily(name, hour, minute, callback)
return err
}
func (q *processGameplayTimeQueue) Cancel(name string) bool {
return q != nil && q.queue != nil && q.queue.Cancel(name)
}
func (q *processGameplayTimeQueue) Start(ctx context.Context) {
if q == nil || q.queue == nil {
return
}
q.queue.Start(ctx)
}
func (s *Service) gameplayNow() time.Time {
if queue := s.ensureGameplayTimeQueue(); queue != nil {
return queue.Now()
}
return time.Now()
}
func (s *Service) ensureGameplayTimeQueue() gameplayTimeQueue {
if s == nil {
return nil
}
s.mu.Lock()
defer s.mu.Unlock()
if s.gameplayTimers == nil {
s.gameplayTimers = newProcessGameplayTimeQueue(func(name string, recovered any) {
s.logWarn("dnfbridge gameplay timer callback panic", "timer_name", name, "recovered", recovered)
})
}
return s.gameplayTimers
}
func (s *Service) startGameplayTimeQueue(ctx context.Context) {
queue := s.ensureGameplayTimeQueue()
if queue == nil {
return
}
s.wg.Add(1)
go func() {
defer s.wg.Done()
queue.Start(ctx)
}()
}