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https://github.com/Walter-Sparrow/lunar-tear.git
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Fix Main Quests replay and weapon awaken level cap
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@@ -81,6 +81,7 @@ func initMaps(u *store.UserState) {
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u.CharacterRebirths = make(map[int32]store.CharacterRebirthState)
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u.AutoSaleSettings = make(map[int32]store.AutoSaleSettingState)
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u.SideStoryQuests = make(map[int32]store.SideStoryQuestProgress)
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u.MainQuestSeasonRoutes = make(map[store.SeasonRouteKey]store.SeasonRouteEntry)
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u.QuestLimitContentStatus = make(map[int32]store.QuestLimitContentStatus)
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u.BigHuntMaxScores = make(map[int32]store.BigHuntMaxScore)
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u.BigHuntStatuses = make(map[int32]store.BigHuntStatus)
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@@ -124,17 +125,26 @@ func load1to1(db *sql.DB, uid int64, u *store.UserState) {
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Scan(&u.LoginBonus.LoginBonusId, &u.LoginBonus.CurrentPageNumber, &u.LoginBonus.CurrentStampNumber,
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&u.LoginBonus.LatestRewardReceiveDatetime, &u.LoginBonus.LatestVersion)
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var ctxActive, ctxIsLast, ctxCage int
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_ = db.QueryRow(`SELECT current_quest_flow_type, current_main_quest_route_id, current_quest_scene_id,
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head_quest_scene_id, is_reached_last_quest_scene, progress_quest_scene_id, progress_head_quest_scene_id,
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progress_quest_flow_type, main_quest_season_id, latest_version, saved_current_quest_scene_id,
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saved_head_quest_scene_id, replay_flow_current_quest_scene_id, replay_flow_head_quest_scene_id
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progress_quest_flow_type, main_quest_season_id, latest_version,
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saved_ctx_active, saved_ctx_current_quest_scene_id, saved_ctx_head_quest_scene_id,
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saved_ctx_current_main_quest_route_id, saved_ctx_main_quest_season_id,
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saved_ctx_is_reached_last_quest_scene, saved_ctx_portal_cage_in_progress,
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replay_flow_current_quest_scene_id, replay_flow_head_quest_scene_id
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FROM user_main_quest WHERE user_id=?`, uid).
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Scan(&u.MainQuest.CurrentQuestFlowType, &u.MainQuest.CurrentMainQuestRouteId, &u.MainQuest.CurrentQuestSceneId,
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&u.MainQuest.HeadQuestSceneId, &b, &u.MainQuest.ProgressQuestSceneId, &u.MainQuest.ProgressHeadQuestSceneId,
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&u.MainQuest.ProgressQuestFlowType, &u.MainQuest.MainQuestSeasonId, &u.MainQuest.LatestVersion,
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&u.MainQuest.SavedCurrentQuestSceneId, &u.MainQuest.SavedHeadQuestSceneId,
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&ctxActive, &u.MainQuest.SavedContext.CurrentQuestSceneId, &u.MainQuest.SavedContext.HeadQuestSceneId,
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&u.MainQuest.SavedContext.CurrentMainQuestRouteId, &u.MainQuest.SavedContext.MainQuestSeasonId,
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&ctxIsLast, &ctxCage,
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&u.MainQuest.ReplayFlowCurrentQuestSceneId, &u.MainQuest.ReplayFlowHeadQuestSceneId)
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u.MainQuest.IsReachedLastQuestScene = b != 0
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u.MainQuest.SavedContext.Active = ctxActive != 0
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u.MainQuest.SavedContext.IsReachedLastQuestScene = ctxIsLast != 0
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u.MainQuest.SavedContext.PortalCageInProgress = ctxCage != 0
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_ = db.QueryRow(`SELECT current_event_quest_chapter_id, current_quest_id, current_quest_scene_id,
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head_quest_scene_id, latest_version FROM user_event_quest WHERE user_id=?`, uid).
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@@ -346,6 +356,16 @@ func loadMapTables(db *sql.DB, uid int64, u *store.UserState) {
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}
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})
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queryRows(db, `SELECT main_quest_season_id, main_quest_route_id, latest_version
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FROM user_main_quest_season_routes WHERE user_id=?`, uid, func(rows *sql.Rows) {
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var seasonId, routeId int32
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var lv int64
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rows.Scan(&seasonId, &routeId, &lv)
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u.MainQuestSeasonRoutes[store.SeasonRouteKey{MainQuestSeasonId: seasonId, MainQuestRouteId: routeId}] = store.SeasonRouteEntry{
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MainQuestSeasonId: seasonId, MainQuestRouteId: routeId, LatestVersion: lv,
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}
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})
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queryRows(db, `SELECT limit_content_id, limit_content_quest_status_type, event_quest_chapter_id, latest_version
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FROM user_quest_limit_content_status WHERE user_id=?`, uid, func(rows *sql.Rows) {
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var id int32
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