generated from nhcarrigan/template
fix: resolve all 8 open bug tickets (#242–#249)
- #242: use formatNumber for crystals in resource bar to respect notation setting - #243: include current-run gold in companion unlock progress (client + server) - #244: skip rendering empty reward spans for zero-crystal quest rewards - #245/#248: skip auto-save while auto-prestige is in-flight to prevent optimistic lock collision - #246: generate and upload CDN images for crystal_pulse, crystal_surge, crystal_tempest upgrades - #247: merge daily challenge progress in validateAndSanitize (take max of client vs server) to prevent stale auto-saves rolling back server-side completions - #249: clear cached signature after buying prestige upgrade to prevent mismatch on next save
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@@ -681,6 +681,45 @@ const validateAndSanitize = (
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storySpread = { story: previous.story };
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}
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/*
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* Merge daily challenge progress: take the maximum progress for each
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* challenge so a stale auto-save arriving after a craft/boss/etc. update
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* cannot silently roll back server-side challenge completions.
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*/
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 35 -- @preserve */
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let dailyChallengesSpread: object = {};
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// eslint-disable-next-line stylistic/max-len -- Long condition; splitting would reduce readability
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if (incoming.dailyChallenges !== undefined && previous.dailyChallenges !== undefined) {
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const previousChallengeMap = new Map(
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previous.dailyChallenges.challenges.map((challenge) => {
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return [ challenge.id, challenge ];
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}),
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);
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// eslint-disable-next-line stylistic/max-len -- Long chain; splitting would reduce readability
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const mergedChallenges = incoming.dailyChallenges.challenges.map((challenge) => {
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const serverChallenge = previousChallengeMap.get(challenge.id);
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if (serverChallenge === undefined) {
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return challenge;
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}
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// eslint-disable-next-line stylistic/max-len -- Long expression; splitting would reduce readability
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const bestProgress = Math.max(challenge.progress, serverChallenge.progress);
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return {
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...challenge,
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completed: bestProgress >= challenge.target,
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progress: bestProgress,
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};
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});
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dailyChallengesSpread = {
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dailyChallenges: {
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...incoming.dailyChallenges,
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challenges: mergedChallenges,
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},
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};
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} else if (previous.dailyChallenges !== undefined) {
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dailyChallengesSpread = { dailyChallenges: previous.dailyChallenges };
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}
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return {
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...incoming,
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achievements,
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@@ -693,6 +732,7 @@ const validateAndSanitize = (
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...apotheosisSpread,
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...explorationSpread,
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...storySpread,
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...dailyChallengesSpread,
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};
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};
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@@ -1024,7 +1064,8 @@ gameRouter.post("/save", async(context) => {
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const companionUnlocks = computeUnlockedCompanionIds({
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apotheosisCount: stateToSave.apotheosis?.count ?? 0,
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lifetimeBossesDefeated: playerRecord?.lifetimeBossesDefeated ?? 0,
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lifetimeGoldEarned: playerRecord?.lifetimeGoldEarned ?? 0,
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// eslint-disable-next-line stylistic/max-len -- Long property; splitting would reduce readability
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lifetimeGoldEarned: (playerRecord?.lifetimeGoldEarned ?? 0) + stateToSave.player.totalGoldEarned,
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lifetimeQuestsCompleted: playerRecord?.lifetimeQuestsCompleted ?? 0,
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prestigeCount: stateToSave.prestige.count,
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transcendenceCount: stateToSave.transcendence?.count ?? 0,
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@@ -163,7 +163,8 @@ const CompanionPanel = (): JSX.Element => {
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const progressByUnlockType: Record<string, number> = {
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apotheosis: state.apotheosis?.count ?? 0,
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lifetimeBosses: state.player.lifetimeBossesDefeated,
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lifetimeGold: state.player.lifetimeGoldEarned,
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// eslint-disable-next-line stylistic/max-len -- Long expression; splitting would reduce readability
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lifetimeGold: state.player.lifetimeGoldEarned + state.player.totalGoldEarned,
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lifetimeQuests: state.player.lifetimeQuestsCompleted,
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prestige: state.prestige.count,
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transcendence: state.transcendence?.count ?? 0,
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@@ -114,6 +114,9 @@ const QuestCard = ({
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}
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<div className="quest-rewards">
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{quest.rewards.map((reward, rewardIndex) => {
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if (reward.type === "crystals" && (reward.amount ?? 0) === 0) {
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return null;
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}
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return (
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<span className="reward-tag" key={`${reward.type}-${reward.targetId ?? String(reward.amount ?? rewardIndex)}`}>
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{reward.type === "gold"
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@@ -121,7 +124,6 @@ const QuestCard = ({
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{reward.type === "essence"
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&& `✨ ${formatNumber(reward.amount ?? 0)}`}
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{reward.type === "crystals"
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&& (reward.amount ?? 0) > 0
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&& `💎 ${formatNumber(reward.amount ?? 0)}`}
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{reward.type === "upgrade" && "🔓 Upgrade"}
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{reward.type === "adventurer" && "👥 New Adventurer"}
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@@ -218,7 +218,7 @@ const ResourceBar = ({
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: ""}`}>
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<span className="resource-icon">{"💎"}</span>
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<span className="resource-value">
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{formatInteger(crystals)}
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{formatNumber(crystals)}
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</span>
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<span className="resource-label">{"Crystals"}</span>
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{crystalsFull
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@@ -1356,10 +1356,11 @@ export const GameProvider = ({
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newlyFailedQuestsReference.current = [];
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}
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// Auto-save every 30 seconds (skip if a force sync is in-flight to avoid signature collisions)
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// Auto-save every 30 seconds (skip if a force sync or auto-prestige is in-flight to avoid signature collisions)
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if (Date.now() - lastSaveReference.current >= autoSaveIntervalMs) {
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lastSaveReference.current = Date.now();
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if (stateReference.current !== null && !isSyncingReference.current) {
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// eslint-disable-next-line stylistic/max-len -- Long condition; splitting would reduce readability
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if (stateReference.current !== null && !isSyncingReference.current && !isAutoPrestigingReference.current) {
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void saveGame({
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state: stateReference.current,
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...signatureReference.current === null
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@@ -1856,6 +1857,13 @@ export const GameProvider = ({
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},
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};
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});
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/*
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* Buying a prestige upgrade mutates DB state; clear the cached signature
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* so the next auto-save doesn't collide with a stale one.
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*/
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signatureReference.current = null;
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localStorage.removeItem("elysium_save_signature");
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} catch (error_: unknown) {
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logError("buy_prestige_upgrade", error_);
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// Silently ignore — server errors shouldn't crash the UI
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