Revert du fix map (squad solo faisait 'attente d'autres joueurs') — retour à l'état jouable
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Build & Deploy / build (push) Successful in 21s
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
5d98768349
commit
624ab250ad
@@ -71,11 +71,13 @@ public class TryGetCompleteSquadInfoFunction : ICloudScriptFunction<TryGetComple
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throw new CloudScriptException("CloudScript was not called within a http request");
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throw new CloudScriptException("CloudScript was not called within a http request");
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}
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}
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var userId = context.User.FindAuthUserId();
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var userId = context.User.FindAuthUserId();
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var squad = _squadService.GetByUser(userId)
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var squad = _squadService.GetByUser(userId);
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// Solo : on matérialise un squad d'un membre (soi-même) pour renvoyer la
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if (squad == null)
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// liste des cartes débloquées, sinon le client n'en voit aucune et déploie
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{
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// toujours sur la 1re map.
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// Solo : pas de squad → squad vide (NE PAS matérialiser un squad, sinon le
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?? _squadService.JoinOrCreate(userId, userId, "");
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// client passe en matchmaking de groupe et « attend d'autres joueurs »).
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return Task.FromResult(new FYPlayFabSquad());
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}
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_logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count);
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_logger.LogInformation("TryGetCompleteSquadInfo: user {User} in squad {Squad} ({Count} member(s))", userId, squad.SquadId, squad.Members.Count);
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return Task.FromResult(_squadService.ToClientSquad(squad));
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return Task.FromResult(_squadService.ToClientSquad(squad));
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}
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}
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@@ -97,7 +97,7 @@ public class SquadService
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selectedMapName = m.SelectedMap,
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selectedMapName = m.SelectedMap,
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isSecretLeader = m.IsLeader,
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isSecretLeader = m.IsLeader,
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},
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},
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mapRowNamesUnlocked = AllMapRows,
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mapRowNamesUnlocked = Array.Empty<string>(),
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}).ToArray(),
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}).ToArray(),
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};
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};
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}
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}
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