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
331 lines
13 KiB
Go
331 lines
13 KiB
Go
package dnfbridge
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import (
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"context"
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"encoding/binary"
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"testing"
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"time"
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"longheng.io/server/internal/modules/dnf/dnfenum"
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dnfitemcooldown "longheng.io/server/internal/modules/dnf/itemcooldown"
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dnfrepo "longheng.io/server/internal/modules/dnf/repository"
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dnfrepomemory "longheng.io/server/internal/modules/dnf/repository/memory"
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)
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// 冷却道具的测试夹具:512 = 首日度假礼盒(`[cool time] 86400000` = 1 天、
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// `[cooltime group] 66`、`[cooltime maintenance] 1 1 1`),513 = 同组 66 的另一件礼盒,
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// 514 = 只有 `[cool time] 10000` 而没有 maintenance 的对照组。
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//
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// 现场 2026-09-17 运营报"冷却时间为1天的消耗品 小退重上 冷却时间就消失了":客户端的冷却门
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// 只是进程内内存,重上之后它会照常发 op160,服务端必须自己拦住。
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func currentBoosterCooltimeTestSource() dungeonDropCatalogTestSource {
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source := currentBoosterTestSource()
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source["stackable/stackable.lst"] += "512 `cash/daily_box.stk`\n513 `cash/daily_box_next.stk`\n514 `cash/local_cooltime_box.stk`\n"
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source["stackable/cash/daily_box.stk"] = "[stackable type]\n`[booster]` 0\n[stack limit]\n5\n" +
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"[cool time]\n86400000\n[cooltime group]\n66\n[cooltime maintenance]\n1 1 1\n" +
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"[booster info]\n[etc]\n1 600 10000 1\n[/etc]\n[/booster info]\n"
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source["stackable/cash/daily_box_next.stk"] = "[stackable type]\n`[booster]` 0\n[stack limit]\n5\n" +
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"[cool time]\n86400000\n[cooltime group]\n66\n[cooltime maintenance]\n1 1 1\n" +
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"[booster info]\n[etc]\n1 600 10000 1\n[/etc]\n[/booster info]\n"
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source["stackable/cash/local_cooltime_box.stk"] = "[stackable type]\n`[booster]` 0\n[stack limit]\n5\n" +
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"[cool time]\n10000\n[cooltime group]\n5\n" +
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"[booster info]\n[etc]\n1 600 10000 1\n[/etc]\n[/booster info]\n"
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return source
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}
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func mustCurrentBoosterCooltimeCatalog(t *testing.T) *pvfDungeonDropCatalog {
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t.Helper()
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catalog, err := newPVFDungeonDropCatalog(currentBoosterCooltimeTestSource())
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if err != nil {
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t.Fatal(err)
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}
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return catalog
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}
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// 一次带冷却的开启必须在角色身上落下持久窗口,并且重上之后(客户端会照常再发一次)被拦住。
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func TestCurrentBoosterCooltimeRefusesReuseAfterRelog(t *testing.T) {
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ctx := context.Background()
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catalog := mustCurrentBoosterCooltimeCatalog(t)
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repositories := dnfrepomemory.NewMemoryGroup()
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if err := repositories.Character.Save(ctx, dnfrepo.CharacterRecord{
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CharacterID: "19", AccountID: "account-1", Level: 90,
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Stats: map[string]int64{},
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}); err != nil {
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t.Fatal(err)
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}
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if err := repositories.Inventory.Save(ctx, dnfrepo.InventoryRecord{
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CharacterID: "19",
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Slots: map[string]dnfrepo.ItemStack{
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"0:80": {ItemID: 512, Count: 3},
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"0:81": {ItemID: 513, Count: 1},
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},
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}); err != nil {
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t.Fatal(err)
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}
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connection := &bufferConn{}
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service := currentBoosterTestService(catalog, repositories)
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session := &gameSession{conn: connection, connID: "booster-cooltime", selectedCharacterID: 19}
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open := func(slot byte) (byte, []byte) {
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t.Helper()
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connection.write.Reset()
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if err := service.handleGameCommand(
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session,
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byte(dnfenum.GameCmdCommand),
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uint16(dnfenum.CmdPacketUseBoosterItem),
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[]byte{slot, 0},
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); err != nil {
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t.Fatal(err)
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}
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packet, _ := splitGameServerUpperPacket(t, connection.write.Bytes())
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if packet.Header.MsgID != uint16(dnfenum.CmdPacketUseBoosterItem) || len(packet.Body) == 0 {
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t.Fatalf("booster open header=%+v body=%x", packet.Header, packet.Body)
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}
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return packet.Body[0], packet.Body
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}
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// ① 第一次开启成功,并落下一份 1 天的持久冷却。
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if ok, body := open(80); ok != 1 {
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t.Fatalf("first booster open body=%x", body)
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}
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character, _, err := repositories.Character.Load(ctx, "19")
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if err != nil {
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t.Fatal(err)
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}
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expireAt, found := dnfitemcooldown.ExpireAt(character.Stats, 512)
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if !found {
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t.Fatalf("no durable cooltime written: %+v", character.Stats)
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}
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if delta := expireAt - time.Now().Unix(); delta < 86_300 || delta > 86_400 {
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t.Fatalf("cooltime window = %d s, want one day", delta)
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}
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inventory, _, _ := repositories.Inventory.Load(ctx, "19")
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if got := inventory.Slots["0:80"].Count; got != 2 {
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t.Fatalf("first open did not consume one: %+v", inventory.Slots["0:80"])
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}
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// ② 小退重上之后客户端照常再发一次(它的冷却记忆没了):必须被服务端拦住,
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// 而且源道具一个都不能少。
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if ok, body := open(80); ok != 0 {
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t.Fatalf("reuse after relog was not refused: body=%x", body)
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}
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inventory, _, _ = repositories.Inventory.Load(ctx, "19")
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if got := inventory.Slots["0:80"].Count; got != 2 {
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t.Fatalf("refused reuse consumed the source: %+v", inventory.Slots["0:80"])
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}
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// ③ 同 [cooltime group] 66 的另一件礼盒共用同一个冷却窗口。
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if ok, body := open(81); ok != 0 {
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t.Fatalf("group sibling was not refused: body=%x", body)
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}
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inventory, _, _ = repositories.Inventory.Load(ctx, "19")
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if got := inventory.Slots["0:81"].Count; got != 1 {
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t.Fatalf("refused group sibling consumed the source: %+v", inventory.Slots["0:81"])
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}
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// ④ 冷却走完之后同一件道具可以再用(把到期时间挪到过去,模拟一天之后)。
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character, _, err = repositories.Character.Load(ctx, "19")
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if err != nil {
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t.Fatal(err)
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}
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character.Stats[dnfitemcooldown.StatKey(512)] = time.Now().Unix() - 1
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if err := repositories.Character.Save(ctx, character); err != nil {
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t.Fatal(err)
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}
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if ok, body := open(80); ok != 1 {
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t.Fatalf("expired cooltime still blocked the item: body=%x", body)
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}
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inventory, _, _ = repositories.Inventory.Load(ctx, "19")
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if got := inventory.Slots["0:80"].Count; got != 1 {
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t.Fatalf("expired cooltime did not allow the use: %+v", inventory.Slots["0:80"])
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}
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}
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// op44 的冷却契约完全来自 PVF:`[cool time]`(毫秒)+ `[cooltime group]` +
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// `[cooltime maintenance]`。这里验证解析器真的把这三项交给了 owner,并且
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// [cooltime group] 解析器能回答**已经在冷却表里的**道具(同组共享窗口必须先知道
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// 上一次那件道具属于哪一组)。
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func TestAlignedStackableUseResolverReportsPVFCooltimeContract(t *testing.T) {
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source := dungeonDropCatalogTestSource{
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"monster/monster.lst": "",
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"equipment/equipment.lst": "",
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"stackable/stackable.lst": "70001 `cash/daily_box.stk`\n70002 `cash/daily_box_next.stk`\n" +
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"70003 `cash/local_cooltime_box.stk`\n70004 `cash/zero_maintenance_box.stk`\n",
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"stackable/cash/daily_box.stk": "[stackable type] `[waste]`\n[cool time]\n86400000\n" +
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"[cooltime group]\n66\n[cooltime maintenance]\n1 1 1\n",
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"stackable/cash/daily_box_next.stk": "[stackable type] `[waste]`\n[cool time]\n86400000\n" +
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"[cooltime group]\n66\n[cooltime maintenance]\n1 1 1\n",
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// 只有 [cool time]:红蓝药那类纯客户端冷却,服务端不记也不拦。
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"stackable/cash/local_cooltime_box.stk": "[stackable type] `[waste]`\n[cool time]\n10000\n[cooltime group]\n5\n",
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// [cooltime maintenance] 段存在但值全 0 = 不跨会话保留。
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"stackable/cash/zero_maintenance_box.stk": "[stackable type] `[waste]`\n[cool time]\n60000\n" +
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"[cooltime group]\n7\n[cooltime maintenance]\n0 0 0\n",
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}
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catalog, err := newPVFDungeonDropCatalog(source)
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if err != nil {
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t.Fatal(err)
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}
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service := &Service{pvfItemCatalog: catalog}
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resolver, err := service.alignedStackableUseResolverForCommand(dnfenum.CmdPacketUseStackable)
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if err != nil {
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t.Fatal(err)
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}
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maintained, err := resolver(70001)
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if err != nil {
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t.Fatal(err)
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}
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if !maintained.MaintainsCooltime || maintained.CooltimeSeconds != 86_400 || maintained.CooltimeGroup != 66 {
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t.Fatalf("1 天冷却的消耗品解析=%+v", maintained)
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}
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local, err := resolver(70003)
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if err != nil {
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t.Fatal(err)
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}
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if local.MaintainsCooltime || local.CooltimeSeconds != 0 || local.CooltimeGroup != 0 {
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t.Fatalf("无 [cooltime maintenance] 的道具解析=%+v", local)
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}
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zero, err := resolver(70004)
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if err != nil {
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t.Fatal(err)
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}
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if zero.MaintainsCooltime {
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t.Fatalf("[cooltime maintenance] 全 0 的道具解析=%+v", zero)
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}
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// 同组解析:冷却表里的 70001 必须被认成 66 组,70003/70004 不参与共享。
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if got := service.currentPVFItemCooltimeGroup(70001); got != 66 {
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t.Fatalf("已冷却道具的 [cooltime group]=%d want=66", got)
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}
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if got := service.currentPVFItemCooltimeGroup(70002); got != 66 {
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t.Fatalf("同组第二件道具的 [cooltime group]=%d want=66", got)
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}
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if got := service.currentPVFItemCooltimeGroup(70003); got != 0 {
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t.Fatalf("无 maintenance 的道具不应参与共享: group=%d", got)
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}
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if got := service.currentPVFItemCooltimeGroup(70004); got != 0 {
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t.Fatalf("maintenance 全 0 的道具不应参与共享: group=%d", got)
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}
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}
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// 选角阶段必须把仍在冷却的道具重放给客户端(类 0 通知 172),否则 1 天冷却的礼盒重上后
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// 图标就是"可用",玩家只会收到一次静默失败。
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func TestSendCurrentItemCooltimeProjectionRestoresActiveWindows(t *testing.T) {
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ctx := context.Background()
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now := time.Now().UTC()
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repositories := dnfrepomemory.NewMemoryGroup()
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if err := repositories.Character.Save(ctx, dnfrepo.CharacterRecord{
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CharacterID: "19", AccountID: "account-1", Level: 90,
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Stats: map[string]int64{
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dnfitemcooldown.StatKey(490702504): now.Add(3 * time.Hour).Unix(),
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dnfitemcooldown.StatKey(490702505): now.Add(-time.Minute).Unix(),
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},
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}); err != nil {
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t.Fatal(err)
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}
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connection := &bufferConn{}
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service := &Service{
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options: options{
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accountID: "account-1",
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gameUpperHeader: gameUpperHeaderServer16,
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gameUpperBodyCodec: gameUpperBodyCodecPlain,
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},
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repositoryProvider: func() (dnfrepo.Group, bool) { return repositories, true },
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}
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session := &gameSession{
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conn: connection, connID: "cooltime-restore",
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selectedCharacterID: 19,
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}
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if err := service.sendCurrentItemCooltimeProjection(session, "unit_test"); err != nil {
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t.Fatal(err)
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}
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packet, trailing := splitGameServerUpperPacket(t, connection.write.Bytes())
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if len(trailing) != 0 || packet.Header.Classification != 0 ||
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packet.Header.MsgID != currentLoadCooltimeItemInfoMsgID {
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t.Fatalf("cooltime restore header=%+v trailing=%x", packet.Header, trailing)
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}
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// server16 头模式会在包体前带固定的 3 个 0 字节;通知体本身是最后 1+8 字节。
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body := packet.Body
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if len(body) == 12 && body[0] == 0 && body[1] == 0 && body[2] == 0 {
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body = body[3:]
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}
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if len(body) != 9 || body[0] != 1 {
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t.Fatalf("cooltime restore body=%x", packet.Body)
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}
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if itemID := binary.LittleEndian.Uint32(body[1:5]); itemID != 490702504 {
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t.Fatalf("cooltime restore item=%d", itemID)
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}
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if remaining := binary.LittleEndian.Uint32(body[5:9]); remaining < 10_700 || remaining > 10_800 {
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t.Fatalf("cooltime restore remaining=%d s, want ~3h", remaining)
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}
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// 过期的那一行顺手清掉,不留垃圾 stat。
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character, _, err := repositories.Character.Load(ctx, "19")
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if err != nil {
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t.Fatal(err)
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}
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if _, found := character.Stats[dnfitemcooldown.StatKey(490702505)]; found {
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t.Fatalf("expired cooltime row survived: %+v", character.Stats)
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}
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// 每个选中角色只重放一次。
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connection.write.Reset()
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if err := service.sendCurrentItemCooltimeProjection(session, "unit_test_duplicate"); err != nil {
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t.Fatal(err)
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}
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if connection.write.Len() != 0 {
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t.Fatalf("duplicate cooltime restore sent %x", connection.write.Bytes())
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}
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}
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// 没有 [cooltime maintenance] 的道具(例如 10 秒冷却的红蓝药)保持纯客户端语义:
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// 服务端既不允许被拦,也不落 stat。
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func TestCurrentBoosterCooltimeIgnoresItemsWithoutMaintenance(t *testing.T) {
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ctx := context.Background()
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catalog := mustCurrentBoosterCooltimeCatalog(t)
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definition, err := catalog.ResolveItem(514)
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if err != nil {
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t.Fatal(err)
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}
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if definition.HasCooltimeMaintenance {
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t.Fatalf("item 514 must not carry [cooltime maintenance]: %+v", definition)
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}
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if definition.CooltimeMS != 10_000 || definition.CooltimeGroup != 5 {
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t.Fatalf("item 514 cooltime fields = %d/%d", definition.CooltimeMS, definition.CooltimeGroup)
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}
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repositories := dnfrepomemory.NewMemoryGroup()
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if err := repositories.Character.Save(ctx, dnfrepo.CharacterRecord{
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CharacterID: "19", AccountID: "account-1", Level: 90, Stats: map[string]int64{},
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}); err != nil {
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t.Fatal(err)
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}
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if err := repositories.Inventory.Save(ctx, dnfrepo.InventoryRecord{
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CharacterID: "19",
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Slots: map[string]dnfrepo.ItemStack{"0:80": {ItemID: 514, Count: 3}},
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}); err != nil {
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t.Fatal(err)
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}
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connection := &bufferConn{}
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service := currentBoosterTestService(catalog, repositories)
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session := &gameSession{conn: connection, connID: "booster-local-cooltime", selectedCharacterID: 19}
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for attempt := range 2 {
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connection.write.Reset()
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if err := service.handleGameCommand(
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session,
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byte(dnfenum.GameCmdCommand),
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uint16(dnfenum.CmdPacketUseBoosterItem),
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[]byte{80, 0},
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); err != nil {
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t.Fatal(err)
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}
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packet, _ := splitGameServerUpperPacket(t, connection.write.Bytes())
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if len(packet.Body) == 0 || packet.Body[0] != 1 {
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t.Fatalf("attempt %d refused a client-local cooltime item: body=%x", attempt, packet.Body)
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}
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}
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character, _, err := repositories.Character.Load(ctx, "19")
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if err != nil {
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t.Fatal(err)
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}
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if entries := dnfitemcooldown.Entries(character.Stats); len(entries) != 0 {
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t.Fatalf("a client-local cooldown was persisted: %+v", entries)
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}
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}
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