mirror of
https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 05:43:41 +03:00
Fix replay flow loop on background quests and another-route flow type
This commit is contained in:
@@ -84,7 +84,7 @@ func (h *QuestHandler) handleQuestStartInternal(user *store.UserState, questId i
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}
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}
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case isReplayFlow:
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case isReplayFlow:
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h.applyReplayStart(user, questId, isBattleOnly, nowMillis)
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h.applyReplayStart(user, quest, questId, isBattleOnly, nowMillis)
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return
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return
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}
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}
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@@ -131,9 +131,7 @@ func snapshotMainQuestIfNeeded(user *store.UserState) {
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}
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}
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}
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}
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// Preserve CurrentQuestFlowType when HandleReplayFlowSceneProgress already
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func (h *QuestHandler) applyReplayStart(user *store.UserState, quest masterdata.EntityMQuest, questId int32, isBattleOnly bool, nowMillis int64) {
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// set it: replay-variant ids (30000+) aren't in RouteIdByQuestId.
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func (h *QuestHandler) applyReplayStart(user *store.UserState, questId int32, isBattleOnly bool, nowMillis int64) {
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flowType := h.replayFlowTypeFromQuestId(user, questId)
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flowType := h.replayFlowTypeFromQuestId(user, questId)
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if model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType) {
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if model.IsReplayQuestFlowType(user.MainQuest.CurrentQuestFlowType) {
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flowType = model.QuestFlowType(user.MainQuest.CurrentQuestFlowType)
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flowType = model.QuestFlowType(user.MainQuest.CurrentQuestFlowType)
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@@ -142,12 +140,26 @@ func (h *QuestHandler) applyReplayStart(user *store.UserState, questId int32, is
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user.MainQuest.LatestVersion = nowMillis
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user.MainQuest.LatestVersion = nowMillis
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questState := user.Quests[questId]
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questState := user.Quests[questId]
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questState.QuestStateType = model.UserQuestStateTypeActive
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questState.LatestStartDatetime = nowMillis
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questState.LatestStartDatetime = nowMillis
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user.Quests[questId] = questState
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log.Printf("[HandleQuestStart] replay quest=%d flowType=%s isBattleOnly=%v current=%d head=%d",
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if isMainQuestPlayable(quest) {
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questId, flowType, isBattleOnly,
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questState.QuestStateType = model.UserQuestStateTypeActive
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user.Quests[questId] = questState
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} else {
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if questState.QuestStateType != model.UserQuestStateTypeCleared {
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questState.QuestStateType = model.UserQuestStateTypeCleared
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questState.ClearCount++
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questState.DailyClearCount++
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questState.LastClearDatetime = nowMillis
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}
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user.Quests[questId] = questState
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if sceneIds := h.SceneIdsByQuestId[questId]; len(sceneIds) > 0 {
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h.advanceReplayFlowScene(user, sceneIds[0])
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}
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}
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log.Printf("[HandleQuestStart] replay quest=%d flowType=%s isBattleOnly=%v playable=%v current=%d head=%d",
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questId, flowType, isBattleOnly, isMainQuestPlayable(quest),
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user.MainQuest.ReplayFlowCurrentQuestSceneId,
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user.MainQuest.ReplayFlowCurrentQuestSceneId,
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user.MainQuest.ReplayFlowHeadQuestSceneId)
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user.MainQuest.ReplayFlowHeadQuestSceneId)
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}
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}
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@@ -51,8 +51,14 @@ func (h *QuestHandler) advanceMainFlowScene(user *store.UserState, questId, scen
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}
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}
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}
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}
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// Backs IUserMainQuestSeasonRoute: the client needs the history to load
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func (h *QuestHandler) advanceReplayFlowScene(user *store.UserState, sceneId int32) {
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// scene metadata when cage menu-replay jumps to older chapters.
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if !h.isSceneAhead(sceneId, user.MainQuest.ReplayFlowHeadQuestSceneId) {
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return
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}
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user.MainQuest.ReplayFlowCurrentQuestSceneId = sceneId
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user.MainQuest.ReplayFlowHeadQuestSceneId = sceneId
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}
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func RecordSeasonRoute(user *store.UserState, seasonId, routeId int32, nowMillis int64) {
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func RecordSeasonRoute(user *store.UserState, seasonId, routeId int32, nowMillis int64) {
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if seasonId <= 0 || routeId <= 0 {
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if seasonId <= 0 || routeId <= 0 {
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return
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return
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@@ -176,6 +182,12 @@ func (h *QuestHandler) replayFlowTypeForRoute(user *store.UserState, routeId int
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return model.QuestFlowTypeAnotherRouteReplayFlow
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return model.QuestFlowTypeAnotherRouteReplayFlow
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}
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}
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}
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}
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if len(user.MainQuestSeasonRoutes) == 0 &&
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user.MainQuest.MainQuestSeasonId == seasonId &&
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user.MainQuest.CurrentMainQuestRouteId != 0 &&
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user.MainQuest.CurrentMainQuestRouteId != routeId {
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return model.QuestFlowTypeAnotherRouteReplayFlow
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}
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return model.QuestFlowTypeReplayFlow
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return model.QuestFlowTypeReplayFlow
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}
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}
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