fix: 解歌的 isNewItemList 按主键回读再算,不再一律发 1
排查「发 11820 解歌不显示」时发现两处问题: - applyItemListPatch 的 isNewItemList 一直硬写全 '1'(新增),从没读服务器 已有行。真机 BuildListData 是按 (itemKind, itemId) 比对快照给 0/1 的, 重复解锁一首已存在的歌时服务器按插入冲突丢行,表现就是上传成功但没生效。 这和角色/地图/万花筒三处的处理不一致,现补齐。 - 新增 TitleApiService.getUserItems/getUserItemKeys。GetUserItemApi 是按 itemKind 分页的,首次 nextIndex 要按 itemKind * 1e10 编码 (PacketGetUserItem.cs:19),发 0 只会拿到空页。 - 解锁上传后回读复查,把「服务器没存这行道具」与「存了但曲目池不给进」分开报。 - 待解锁列表含 10000~19999 的 DX 曲时提示:Master/Re:Master 不像老曲那样 白送(IsUnlockMaster 里 id<10000 直接放过),必须显式带 itemKind 6/7。 需要说明:一首歌进不进选曲池由 NotesListManager.cs:70 决定 (IsOpenEvent(eventName) && !IsGameNgMusicId),事件窗口来自 GetGameEventApi、 曲目本体来自机台 Music.xml。11820 若卡在这一层,任何用户包都改不动, 复查那一步就是为了把这种情况和包的问题区分开。 README 补 isNew*List 语义、曲目可见性链路与 DX 段解锁规则三条说明。 删除因此不再被引用的 unlockMusicSuccess。
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@@ -126,6 +126,12 @@ class _MusicRiskFeatureViewState extends State<MusicRiskFeatureView>
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bool get _isUnlock => widget.mode == MusicRiskFeatureMode.unlockMusic;
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/// ConstParameter.DxScoreBaseID=10000 / StrongScoreBaseID=20000
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/// (`MAI2System/ConstParameter.cs:168,171`)。这段里的歌 Master 需要
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/// 显式 itemKind 6,不像 id < 10000 那样在 IsUnlockMaster 里直接放过。
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bool _isDeluxeRange(_PendingMusic music) =>
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music.musicId >= 10000 && music.musicId < 20000;
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@override
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int? get cooldownLoginDateTime => widget.loginDateTime;
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@@ -310,7 +316,26 @@ class _MusicRiskFeatureViewState extends State<MusicRiskFeatureView>
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generalUserInfo: data,
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);
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builder.applyItemListPatch(packet, items: _buildUserItemList());
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final items = _buildUserItemList();
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// isNewItemList 得按 (itemKind, itemId) 主键比对服务器快照来给 0/1,
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// 不能一律发 '1':重复解锁一首已经存在的歌时,服务器会把插入冲突的
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// 行整行丢掉,表现就是「上传成功但没生效」。
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final existingKeys = await service.getUserItemKeys(
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widget.userId,
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items.map((e) => e['itemKind'] as int),
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);
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builder.applyItemListPatch(
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packet,
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items: items,
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newFlags: [
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for (final item in items)
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existingKeys.contains(
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'${item['itemKind']}:${item['itemId']}',
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)
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? '0'
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: '1',
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].join(),
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);
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if (_isUnlock) {
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builder.applyMusicDetailPatch(packet, musicData: musicData);
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}
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@@ -320,7 +345,7 @@ class _MusicRiskFeatureViewState extends State<MusicRiskFeatureView>
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_updateStep(
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RiskStep.complete,
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_isUnlock
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? AppStrings.unlockMusicSuccess
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? await _verifyUnlock(service, items)
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: AppStrings.collectiblesSuccess,
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);
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@@ -342,6 +367,34 @@ class _MusicRiskFeatureViewState extends State<MusicRiskFeatureView>
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}
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}
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/// 上传后回读 GetUserItemApi,把「服务器根本没存这行道具」和「存了但游戏里
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/// 还是没有这首歌」分开——后者是曲目池门禁(机台 Music.xml 没这个 ID、
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/// `eventName` 指向的活动不在开放窗口内、或落在 NG 名单里),
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/// 见 NotesListManager.cs:70,**任何用户数据包都改不动它**。
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Future<String> _verifyUnlock(
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TitleApiService service,
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List<Map<String, dynamic>> items,
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) async {
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final requested = [
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for (final item in items) '${item['itemKind']}:${item['itemId']}',
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];
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Set<String> saved;
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try {
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saved = await service.getUserItemKeys(
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widget.userId,
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items.map((e) => e['itemKind'] as int),
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);
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} catch (e) {
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return AppStrings.unlockVerifyFailed('$e');
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}
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final missing = requested.where((k) => !saved.contains(k)).toList();
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if (missing.isNotEmpty) {
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return AppStrings.unlockNotSaved(missing.join(' '));
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}
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return AppStrings.unlockVerified(requested.length);
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}
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String get _notLoggedInMessage => _isUnlock
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? AppStrings.unlockNotLoggedIn
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: AppStrings.collectiblesNotLoggedIn;
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@@ -539,6 +592,18 @@ class _MusicRiskFeatureViewState extends State<MusicRiskFeatureView>
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),
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],
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),
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// DX 段的 Master / Re:Master 不白送,勾选项里漏一个就开不出来,
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// 这是这段 ID 最容易踩的坑,只在列表真含 DX 曲时才说明。
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if (_pendingMusics.any(_isDeluxeRange)) ...[
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const SizedBox(height: 10),
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Text(
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AppStrings.unlockDxRangeNotice,
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style: theme.textTheme.bodySmall?.copyWith(
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color: theme.colorScheme.error,
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height: 1.5,
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),
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),
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],
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],
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),
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),
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