Fix repeated weapon story unlock notifications by sending only changed stories in diffs

This commit is contained in:
Ilya Groshev
2026-04-16 14:36:05 +03:00
parent a61ae6b93e
commit 0ab2589277
17 changed files with 260 additions and 150 deletions
+52 -48
View File
@@ -41,30 +41,32 @@ func (s *QuestServiceServer) UpdateMainFlowSceneProgress(ctx context.Context, re
s.engine.HandleMainFlowSceneProgress(user, req.QuestSceneId, gametime.NowMillis())
})
diff := buildSelectedQuestDiff(user, []string{
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
"IUserMainQuestSeasonRoute",
"IUserPortalCageStatus",
"IUserSideStoryQuestSceneProgressStatus",
"IUserQuest",
"IUserCharacter",
"IUserCostume",
"IUserCostumeActiveSkill",
"IUserWeapon",
"IUserWeaponSkill",
"IUserWeaponAbility",
"IUserWeaponNote",
"IUserCompanion",
"IUserConsumableItem",
"IUserMaterial",
"IUserImportantItem",
"IUserParts",
"IUserPartsGroupNote",
})
userdata.AddWeaponStoryDiff(diff, user, s.engine.Granter.DrainChangedStoryWeaponIds())
return &pb.UpdateMainFlowSceneProgressResponse{
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
"IUserMainQuestSeasonRoute",
"IUserPortalCageStatus",
"IUserSideStoryQuestSceneProgressStatus",
"IUserQuest",
"IUserCharacter",
"IUserCostume",
"IUserCostumeActiveSkill",
"IUserWeapon",
"IUserWeaponSkill",
"IUserWeaponAbility",
"IUserWeaponNote",
"IUserWeaponStory",
"IUserCompanion",
"IUserConsumableItem",
"IUserMaterial",
"IUserImportantItem",
"IUserParts",
"IUserPartsGroupNote",
}),
DiffUserData: diff,
}, nil
}
@@ -169,6 +171,32 @@ func (s *QuestServiceServer) FinishMainQuest(ctx context.Context, req *pb.Finish
outcome = s.engine.HandleQuestFinish(user, req.QuestId, req.IsRetired, req.IsAnnihilated, nowMillis)
})
diff := buildSelectedQuestDiff(user, []string{
"IUserQuest",
"IUserQuestMission",
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
"IUserMainQuestSeasonRoute",
"IUserMainQuestReplayFlowStatus",
"IUserStatus",
"IUserGem",
"IUserCharacter",
"IUserCostume",
"IUserCostumeActiveSkill",
"IUserWeapon",
"IUserWeaponSkill",
"IUserWeaponAbility",
"IUserWeaponNote",
"IUserCompanion",
"IUserConsumableItem",
"IUserMaterial",
"IUserImportantItem",
"IUserParts",
"IUserPartsGroupNote",
})
userdata.AddWeaponStoryDiff(diff, user, outcome.ChangedWeaponStoryIds)
return &pb.FinishMainQuestResponse{
DropReward: toProtoRewards(outcome.DropRewards),
FirstClearReward: toProtoRewards(outcome.FirstClearRewards),
@@ -179,31 +207,7 @@ func (s *QuestServiceServer) FinishMainQuest(ctx context.Context, req *pb.Finish
BigWinClearedQuestMissionIdList: outcome.BigWinClearedQuestMissionIds,
ReplayFlowFirstClearReward: toProtoRewards(outcome.ReplayFlowFirstClearRewards),
UserStatusCampaignReward: []*pb.QuestReward{},
DiffUserData: buildSelectedQuestDiff(user, []string{
"IUserQuest",
"IUserQuestMission",
"IUserMainQuestFlowStatus",
"IUserMainQuestMainFlowStatus",
"IUserMainQuestProgressStatus",
"IUserMainQuestSeasonRoute",
"IUserMainQuestReplayFlowStatus",
"IUserStatus",
"IUserGem",
"IUserCharacter",
"IUserCostume",
"IUserCostumeActiveSkill",
"IUserWeapon",
"IUserWeaponSkill",
"IUserWeaponAbility",
"IUserWeaponNote",
"IUserWeaponStory",
"IUserCompanion",
"IUserConsumableItem",
"IUserMaterial",
"IUserImportantItem",
"IUserParts",
"IUserPartsGroupNote",
}),
DiffUserData: diff,
}, nil
}