Fix replay flow loop on background quests and another-route flow type

This commit is contained in:
Ilya Groshev
2026-05-17 11:02:40 +03:00
parent fa2a124d47
commit 0d46ee4557
2 changed files with 34 additions and 10 deletions
+20 -8
View File
@@ -84,7 +84,7 @@ func (h *QuestHandler) handleQuestStartInternal(user *store.UserState, questId i
} }
case isReplayFlow: case isReplayFlow:
h.applyReplayStart(user, questId, isBattleOnly, nowMillis) h.applyReplayStart(user, quest, questId, isBattleOnly, nowMillis)
return return
} }
@@ -131,9 +131,7 @@ func snapshotMainQuestIfNeeded(user *store.UserState) {
} }
} }
// Preserve CurrentQuestFlowType when HandleReplayFlowSceneProgress already func (h *QuestHandler) applyReplayStart(user *store.UserState, quest masterdata.EntityMQuest, questId int32, isBattleOnly bool, nowMillis int64) {
// set it: replay-variant ids (30000+) aren't in RouteIdByQuestId.
func (h *QuestHandler) applyReplayStart(user *store.UserState, questId int32, isBattleOnly bool, nowMillis int64) {
flowType := h.replayFlowTypeFromQuestId(user, questId) flowType := h.replayFlowTypeFromQuestId(user, questId)
if model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType) { if model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType) {
flowType = model.QuestFlowType(user.MainQuest.CurrentQuestFlowType) flowType = model.QuestFlowType(user.MainQuest.CurrentQuestFlowType)
@@ -142,12 +140,26 @@ func (h *QuestHandler) applyReplayStart(user *store.UserState, questId int32, is
user.MainQuest.LatestVersion = nowMillis user.MainQuest.LatestVersion = nowMillis
questState := user.Quests[questId] questState := user.Quests[questId]
questState.QuestStateType = model.UserQuestStateTypeActive
questState.LatestStartDatetime = nowMillis questState.LatestStartDatetime = nowMillis
user.Quests[questId] = questState
log.Printf("[HandleQuestStart] replay quest=%d flowType=%s isBattleOnly=%v current=%d head=%d", if isMainQuestPlayable(quest) {
questId, flowType, isBattleOnly, questState.QuestStateType = model.UserQuestStateTypeActive
user.Quests[questId] = questState
} else {
if questState.QuestStateType != model.UserQuestStateTypeCleared {
questState.QuestStateType = model.UserQuestStateTypeCleared
questState.ClearCount++
questState.DailyClearCount++
questState.LastClearDatetime = nowMillis
}
user.Quests[questId] = questState
if sceneIds := h.SceneIdsByQuestId[questId]; len(sceneIds) > 0 {
h.advanceReplayFlowScene(user, sceneIds[0])
}
}
log.Printf("[HandleQuestStart] replay quest=%d flowType=%s isBattleOnly=%v playable=%v current=%d head=%d",
questId, flowType, isBattleOnly, isMainQuestPlayable(quest),
user.MainQuest.ReplayFlowCurrentQuestSceneId, user.MainQuest.ReplayFlowCurrentQuestSceneId,
user.MainQuest.ReplayFlowHeadQuestSceneId) user.MainQuest.ReplayFlowHeadQuestSceneId)
} }
+14 -2
View File
@@ -51,8 +51,14 @@ func (h *QuestHandler) advanceMainFlowScene(user *store.UserState, questId, scen
} }
} }
// Backs IUserMainQuestSeasonRoute: the client needs the history to load func (h *QuestHandler) advanceReplayFlowScene(user *store.UserState, sceneId int32) {
// scene metadata when cage menu-replay jumps to older chapters. if !h.isSceneAhead(sceneId, user.MainQuest.ReplayFlowHeadQuestSceneId) {
return
}
user.MainQuest.ReplayFlowCurrentQuestSceneId = sceneId
user.MainQuest.ReplayFlowHeadQuestSceneId = sceneId
}
func RecordSeasonRoute(user *store.UserState, seasonId, routeId int32, nowMillis int64) { func RecordSeasonRoute(user *store.UserState, seasonId, routeId int32, nowMillis int64) {
if seasonId <= 0 || routeId <= 0 { if seasonId <= 0 || routeId <= 0 {
return return
@@ -176,6 +182,12 @@ func (h *QuestHandler) replayFlowTypeForRoute(user *store.UserState, routeId int
return model.QuestFlowTypeAnotherRouteReplayFlow return model.QuestFlowTypeAnotherRouteReplayFlow
} }
} }
if len(user.MainQuestSeasonRoutes) == 0 &&
user.MainQuest.MainQuestSeasonId == seasonId &&
user.MainQuest.CurrentMainQuestRouteId != 0 &&
user.MainQuest.CurrentMainQuestRouteId != routeId {
return model.QuestFlowTypeAnotherRouteReplayFlow
}
return model.QuestFlowTypeReplayFlow return model.QuestFlowTypeReplayFlow
} }