修改为playCount不变
UpsertUserAll 默认不再把 userData.playCount / currentPlayCount 加 1。 - 新增 config.PLAY_USER_PLAY_COUNT_GAIN = 0(config.py.example 同步) - PlayData 新增 user_play_count_gain 字段,默认取该常量 - 落库回查改判据:增量 0 时看 lastPlayDate 是否更新,而不是 playCount 是否变大 - 想复刻真机 +1 就把常量或 user_play_count_gain 设成 1 - selftest 相应更新,并新增显式 gain=1 的回归(238 项全绿)
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@@ -314,6 +314,18 @@ PLAY_LOCAL_PLAY_COUNT = 8
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# 改成 0 不会报错,但 playSpecial 的位模式就不是真机那种了。
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PLAY_SPECIAL_NUM = 1024
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# --- 用户总游玩次数增量 ---
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#
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# ★ 默认 0 = **userData.playCount / currentPlayCount 都不变**(本局不计入总次数)。
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# 想复刻真机的「+1」就改成 1。
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#
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# 为什么默认改成 0:
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# playCount 是账号的**总游玩次数**,是玩家可见的统计值;
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# 本工程做「成绩上传」时不需要改动它,保持与上传前一致更安全。
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# ★ 改成 0 之后的副作用:「落库回查」不能再靠 playCount 是否 +1 判断,
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# 会自动改用 lastPlayDate 是否更新来判断(见 verify_upsert_landing)。
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PLAY_USER_PLAY_COUNT_GAIN = 0
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# --- 曲目历史游玩次数增量 ---
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#
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# ★ 默认 0 = 本局**不改动**该曲目的历史游玩次数。
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@@ -439,6 +451,7 @@ __all__ = [
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"PLAY_CHARACTERS", "PLAY_CREDIT", "PLAY_USE_TICKET_ID", "PLAY_MODE",
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"PLAY_IS_TUTORIAL", "PLAY_IS_EVENT_MODE", "PLAY_IS_NEW_FREE", "PLAY_IS_FREEDOM_MODE",
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"PLAY_LOCAL_PLAY_COUNT", "PLAY_SPECIAL_NUM",
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"PLAY_USER_PLAY_COUNT_GAIN",
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"PLAY_MUSIC_PLAY_COUNT_GAIN", "PLAY_MAP_DISTANCE_GAIN", "PLAY_CHARACTER_EXP_GAIN",
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"PLAY_SHOP_ITEM_IDS",
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# 闸门
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