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

261 lines
7.9 KiB
Go

// 本文件按 C# UserInfoBodyBuilder 构造 class0/op2 的 subtype0/subtype1 选角初始化包。
package dnfbridge
import (
"context"
"strconv"
dnfrepo "longheng.io/server/internal/modules/dnf/repository"
)
const currentActorBaseStatScalePercent byte = 100
const (
currentMode1StatBlobWireSize = 92
currentMode1ExperienceOffset = 0x17
currentMode1StatLengthOffset = 0x1b
currentMode1StatDataOffset = 0x1f
currentMode1ObjectTailOffset = currentMode1StatDataOffset + currentMode1StatBlobWireSize
currentMode1CreateCountOffset = currentMode1ObjectTailOffset + 1
currentMode1CreateRowsOffset = currentMode1CreateCountOffset + 1
currentMode1BaseWireSize = 71 + currentMode1StatBlobWireSize
)
func (s *Service) buildCSharpSelectedUserInfoBody(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, occurrence int, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, charName string) []byte {
pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
reader := csharpLegacyUserInfoReader{
ctx: ctx,
repo: repo,
characterID: strconv.Itoa(int(charID)),
service: s,
session: session,
pvfStats: pvfStats,
hasPVFStats: hasPVFStats,
}
switch occurrence {
case 0, 2:
return reader.buildCSharpUserInfoSubtype0(character, hasCharacter, charID, charName)
case 1:
return reader.buildCSharpUserInfoSubtype1(character, hasCharacter, charID)
default:
return buildCSharpUserInfoBody(occurrence, charID, charName)
}
}
func (s *Service) buildCurrentSelectedUserInfoMode1Body(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16) []byte {
return s.buildCurrentSelectedUserInfoMode1BodyInContext(
ctx,
session,
repo,
character,
hasCharacter,
charID,
currentSceneObjectContext,
)
}
func (s *Service) buildCurrentSelectedUserInfoMode1BodyInContext(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, ownerChannel byte) []byte {
summary := s.currentAccountAdventureGroupSummaryForPacket(ctx, session, character, hasCharacter)
return s.buildCurrentSelectedUserInfoMode1BodyWithAdventureLevelInContext(
ctx,
session,
repo,
character,
hasCharacter,
charID,
uint32(summary.ManageLevel),
ownerChannel,
)
}
func (s *Service) buildCurrentSelectedUserInfoMode1BodyWithAdventureLevel(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, adventureLevel uint32) []byte {
return s.buildCurrentSelectedUserInfoMode1BodyWithAdventureLevelInContext(
ctx,
session,
repo,
character,
hasCharacter,
charID,
adventureLevel,
currentSceneObjectContext,
)
}
func (s *Service) buildCurrentSelectedUserInfoMode1BodyWithAdventureLevelInContext(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, adventureLevel uint32, ownerChannel byte) []byte {
pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
reader := csharpLegacyUserInfoReader{
ctx: ctx,
repo: repo,
characterID: strconv.Itoa(int(charID)),
service: s,
session: session,
pvfStats: pvfStats,
hasPVFStats: hasPVFStats,
}
return reader.buildCurrentUserInfoMode1InContext(
character,
hasCharacter,
currentSceneActorObjectKey(charID),
adventureLevel,
ownerChannel,
)
}
func buildCurrentActorBindingMode1Body(objectKey uint16, adventureLevel uint32) []byte {
return buildCurrentActorBindingMode1BodyInContext(objectKey, adventureLevel, currentSceneObjectContext)
}
func buildCurrentActorBindingMode1BodyInContext(objectKey uint16, adventureLevel uint32, ownerChannel byte) []byte {
reader := csharpLegacyUserInfoReader{}
return reader.buildCurrentUserInfoMode1WithEquipmentInContext(
dnfrepo.CharacterRecord{Level: 1},
true,
objectKey,
false,
adventureLevel,
ownerChannel,
)
}
func (s *Service) buildCurrentActorBindingMode1BodyForSelected(
ctx context.Context,
session *gameSession,
character dnfrepo.CharacterRecord,
hasCharacter bool,
charID uint16,
adventureLevel uint32,
) []byte {
return s.buildCurrentActorBindingMode1BodyForSelectedInContext(
ctx,
session,
character,
hasCharacter,
charID,
adventureLevel,
currentSceneObjectContext,
)
}
func (s *Service) buildCurrentActorBindingMode1BodyForSelectedInContext(
ctx context.Context,
session *gameSession,
character dnfrepo.CharacterRecord,
hasCharacter bool,
charID uint16,
adventureLevel uint32,
ownerChannel byte,
) []byte {
return s.buildCurrentActorBindingMode1BodyForSelectedWithEquipmentInContext(
ctx,
session,
character,
hasCharacter,
charID,
adventureLevel,
ownerChannel,
false,
)
}
func (s *Service) buildCurrentActorBindingMode1BodyForSelectedWithEquipmentInContext(
ctx context.Context,
session *gameSession,
character dnfrepo.CharacterRecord,
hasCharacter bool,
charID uint16,
adventureLevel uint32,
ownerChannel byte,
includeEquipment bool,
) []byte {
var repo dnfrepo.LegacyUserInfoRepository
if repos, ok := s.projectionRepositories(ctx); ok {
repo = repos.LegacyUserInfo
}
pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
reader := csharpLegacyUserInfoReader{
ctx: ctx,
repo: repo,
characterID: strconv.Itoa(int(charID)),
service: s,
session: session,
pvfStats: pvfStats,
hasPVFStats: hasPVFStats,
}
return reader.buildCurrentUserInfoMode1WithEquipmentInContext(
character,
hasCharacter,
currentSceneActorObjectKey(charID),
includeEquipment,
adventureLevel,
ownerChannel,
)
}
func (s *Service) buildCurrentSelectedUserInfoMode3Body(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16) []byte {
return s.buildCurrentSelectedUserInfoMode3BodyInContext(
ctx,
session,
repo,
character,
hasCharacter,
charID,
currentSceneObjectContext,
)
}
func (s *Service) buildCurrentSelectedUserInfoMode3BodyInContext(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, ownerChannel byte) []byte {
summary := s.currentAccountAdventureGroupSummaryForPacket(ctx, session, character, hasCharacter)
return s.buildCurrentSelectedUserInfoMode3BodyWithAdventureLevelInContext(
ctx,
session,
repo,
character,
hasCharacter,
charID,
uint32(summary.ManageLevel),
ownerChannel,
)
}
func (s *Service) buildCurrentSelectedUserInfoMode3BodyWithAdventureLevel(ctx context.Context, session *gameSession, repo dnfrepo.LegacyUserInfoRepository, character dnfrepo.CharacterRecord, hasCharacter bool, charID uint16, adventureLevel uint32) []byte {
return s.buildCurrentSelectedUserInfoMode3BodyWithAdventureLevelInContext(
ctx,
session,
repo,
character,
hasCharacter,
charID,
adventureLevel,
currentSceneObjectContext,
)
}
func (s *Service) buildCurrentSelectedUserInfoMode3BodyWithAdventureLevelInContext(
ctx context.Context,
session *gameSession,
repo dnfrepo.LegacyUserInfoRepository,
character dnfrepo.CharacterRecord,
hasCharacter bool,
charID uint16,
adventureLevel uint32,
ownerChannel byte,
) []byte {
pvfStats, hasPVFStats := s.characterPVFStatsForUserInfo(ctx, session, character, hasCharacter)
reader := csharpLegacyUserInfoReader{
ctx: ctx,
repo: repo,
characterID: strconv.Itoa(int(charID)),
service: s,
session: session,
pvfStats: pvfStats,
hasPVFStats: hasPVFStats,
}
return reader.buildCurrentUserInfoMode3InContext(
character,
hasCharacter,
currentSceneActorObjectKey(charID),
adventureLevel,
ownerChannel,
)
}