Revert du fix map (squad solo faisait 'attente d'autres joueurs') — retour à l'état jouable
Build & Deploy / build (push) Successful in 21s

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
neckfire
2026-08-07 00:34:32 +02:00
co-authored by Claude Opus 4.8
parent 5d98768349
commit 624ab250ad
2 changed files with 8 additions and 6 deletions
@@ -71,11 +71,13 @@ public class TryGetCompleteSquadInfoFunction : ICloudScriptFunction<TryGetComple
throw new CloudScriptException("CloudScript was not called within a http request"); throw new CloudScriptException("CloudScript was not called within a http request");
} }
var userId = context.User.FindAuthUserId(); var userId = context.User.FindAuthUserId();
var squad = _squadService.GetByUser(userId) var squad = _squadService.GetByUser(userId);
// Solo : on matérialise un squad d'un membre (soi-même) pour renvoyer la if (squad == null)
// liste des cartes débloquées, sinon le client n'en voit aucune et déploie {
// toujours sur la 1re map. // Solo : pas de squad → squad vide (NE PAS matérialiser un squad, sinon le
?? _squadService.JoinOrCreate(userId, userId, ""); // client passe en matchmaking de groupe et « attend d'autres joueurs »).
return Task.FromResult(new FYPlayFabSquad());
}
_logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count); _logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count);
return Task.FromResult(_squadService.ToClientSquad(squad)); return Task.FromResult(_squadService.ToClientSquad(squad));
} }
@@ -97,7 +97,7 @@ public class SquadService
selectedMapName = m.SelectedMap, selectedMapName = m.SelectedMap,
isSecretLeader = m.IsLeader, isSecretLeader = m.IsLeader,
}, },
mapRowNamesUnlocked = AllMapRows, mapRowNamesUnlocked = Array.Empty<string>(),
}).ToArray(), }).ToArray(),
}; };
} }