Fix gate desync on quest-finish crash by advancing scene atomically

This commit is contained in:
Ilya Groshev
2026-04-23 12:42:16 +03:00
parent dcd4a55cf9
commit f08e7a40c6
2 changed files with 26 additions and 26 deletions
+8 -13
View File
@@ -94,18 +94,8 @@ func (h *QuestHandler) handleQuestStartInternal(user *store.UserState, questId i
if sceneIds := h.SceneIdsByQuestId[questId]; len(sceneIds) > 0 {
firstSceneId := sceneIds[0]
prevSceneId := user.MainQuest.CurrentQuestSceneId
user.MainQuest.CurrentQuestSceneId = firstSceneId
if h.isSceneAhead(firstSceneId, user.MainQuest.HeadQuestSceneId) {
user.MainQuest.HeadQuestSceneId = firstSceneId
}
h.advanceMainFlowScene(user, questId, firstSceneId)
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
lastSceneId := h.getChapterLastSceneId(questId)
user.MainQuest.IsReachedLastQuestScene = firstSceneId == lastSceneId
if routeId, ok := h.RouteIdByQuestId[questId]; ok {
if seasonId, ok := h.SeasonIdByRouteId[routeId]; ok {
user.MainQuest.MainQuestSeasonId = seasonId
}
}
log.Printf("[HandleQuestStart] background quest %d auto-cleared, scene %d -> %d", questId, prevSceneId, firstSceneId)
}
}
@@ -142,8 +132,15 @@ func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, i
}
outcome := h.evaluateFinishOutcome(user, questId)
wasReplay := user.MainQuest.CurrentQuestFlowType == int32(model.QuestFlowTypeReplayFlow)
if !isRetired {
h.applyQuestVictory(user, questId, &outcome, nowMillis)
if isMainQuestPlayable(quest) && !wasReplay {
lastSceneId := h.getLastMainFlowSceneId(questId)
h.advanceMainFlowScene(user, questId, lastSceneId)
}
}
if isRetired && !isAnnihilated && quest.Stamina > 1 {
@@ -152,8 +149,6 @@ func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, i
store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
}
wasReplay := user.MainQuest.CurrentQuestFlowType == int32(model.QuestFlowTypeReplayFlow)
user.MainQuest.ProgressQuestSceneId = 0
user.MainQuest.ProgressHeadQuestSceneId = 0
user.MainQuest.ProgressQuestFlowType = 0
+18 -13
View File
@@ -26,6 +26,23 @@ func (h *QuestHandler) isSceneAhead(newSceneId, currentHeadId int32) bool {
return h.SceneById[newSceneId].SortOrder > h.SceneById[currentHeadId].SortOrder
}
func (h *QuestHandler) advanceMainFlowScene(user *store.UserState, questId, sceneId int32) {
user.MainQuest.CurrentQuestSceneId = sceneId
if h.isSceneAhead(sceneId, user.MainQuest.HeadQuestSceneId) {
user.MainQuest.HeadQuestSceneId = sceneId
}
lastSceneId := h.getChapterLastSceneId(questId)
user.MainQuest.IsReachedLastQuestScene = sceneId == lastSceneId
if routeId, ok := h.RouteIdByQuestId[questId]; ok {
user.MainQuest.CurrentMainQuestRouteId = routeId
if seasonId, ok := h.SeasonIdByRouteId[routeId]; ok {
user.MainQuest.MainQuestSeasonId = seasonId
}
}
}
func (h *QuestHandler) HandleMainFlowSceneProgress(user *store.UserState, questSceneId int32, nowMillis int64) {
scene, ok := h.SceneById[questSceneId]
if !ok {
@@ -37,10 +54,7 @@ func (h *QuestHandler) HandleMainFlowSceneProgress(user *store.UserState, questS
panic(fmt.Sprintf("unknown questId=%d for HandleMainFlowSceneProgress", questSceneId))
}
user.MainQuest.CurrentQuestSceneId = questSceneId
if h.isSceneAhead(questSceneId, user.MainQuest.HeadQuestSceneId) {
user.MainQuest.HeadQuestSceneId = questSceneId
}
h.advanceMainFlowScene(user, quest.QuestId, questSceneId)
user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
if user.SideStoryActiveProgress.CurrentSideStoryQuestId != 0 {
@@ -49,15 +63,6 @@ func (h *QuestHandler) HandleMainFlowSceneProgress(user *store.UserState, questS
}
}
lastSceneId := h.getChapterLastSceneId(scene.QuestId)
user.MainQuest.IsReachedLastQuestScene = questSceneId == lastSceneId
routeId, ok := h.RouteIdByQuestId[quest.QuestId]
if !ok {
panic(fmt.Sprintf("unknown questId=%d for HandleMainFlowSceneProgress setting currentMainQuestRouteId", quest.QuestId))
}
user.MainQuest.CurrentMainQuestRouteId = routeId
user.PortalCageStatus.IsCurrentProgress = false
user.PortalCageStatus.LatestVersion = nowMillis