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https://github.com/Walter-Sparrow/lunar-tear.git
synced 2026-07-02 05:43:41 +03:00
Fix gate desync on quest-finish crash by advancing scene atomically
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@@ -94,18 +94,8 @@ func (h *QuestHandler) handleQuestStartInternal(user *store.UserState, questId i
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if sceneIds := h.SceneIdsByQuestId[questId]; len(sceneIds) > 0 {
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firstSceneId := sceneIds[0]
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prevSceneId := user.MainQuest.CurrentQuestSceneId
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user.MainQuest.CurrentQuestSceneId = firstSceneId
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if h.isSceneAhead(firstSceneId, user.MainQuest.HeadQuestSceneId) {
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user.MainQuest.HeadQuestSceneId = firstSceneId
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}
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h.advanceMainFlowScene(user, questId, firstSceneId)
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user.MainQuest.CurrentQuestFlowType = int32(model.QuestFlowTypeMainFlow)
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lastSceneId := h.getChapterLastSceneId(questId)
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user.MainQuest.IsReachedLastQuestScene = firstSceneId == lastSceneId
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if routeId, ok := h.RouteIdByQuestId[questId]; ok {
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if seasonId, ok := h.SeasonIdByRouteId[routeId]; ok {
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user.MainQuest.MainQuestSeasonId = seasonId
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}
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}
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log.Printf("[HandleQuestStart] background quest %d auto-cleared, scene %d -> %d", questId, prevSceneId, firstSceneId)
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}
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}
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@@ -142,8 +132,15 @@ func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, i
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}
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outcome := h.evaluateFinishOutcome(user, questId)
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wasReplay := user.MainQuest.CurrentQuestFlowType == int32(model.QuestFlowTypeReplayFlow)
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if !isRetired {
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h.applyQuestVictory(user, questId, &outcome, nowMillis)
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if isMainQuestPlayable(quest) && !wasReplay {
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lastSceneId := h.getLastMainFlowSceneId(questId)
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h.advanceMainFlowScene(user, questId, lastSceneId)
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}
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}
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if isRetired && !isAnnihilated && quest.Stamina > 1 {
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@@ -152,8 +149,6 @@ func (h *QuestHandler) HandleQuestFinish(user *store.UserState, questId int32, i
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store.RecoverStamina(user, refund*1000, maxMillis, nowMillis)
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}
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wasReplay := user.MainQuest.CurrentQuestFlowType == int32(model.QuestFlowTypeReplayFlow)
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user.MainQuest.ProgressQuestSceneId = 0
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user.MainQuest.ProgressHeadQuestSceneId = 0
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user.MainQuest.ProgressQuestFlowType = 0
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