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https://github.com/pagefaultgames/pokerogue.git
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No longer add slotId to session data
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8e647b3a17
commit
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@ -139,9 +139,6 @@ export interface SessionSaveData {
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* Counts the amount of pokemon fainted in your party during the current arena encounter.
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*/
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playerFaints: number;
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/** The slot number the session was last saved in */
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slotId: number;
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}
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interface Unlocks {
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@ -954,7 +951,6 @@ export class GameData {
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mysteryEncounterType: globalScene.currentBattle.mysteryEncounter?.encounterType ?? -1,
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mysteryEncounterSaveData: globalScene.mysteryEncounterSaveData,
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playerFaints: globalScene.arena.playerFaints,
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slotId: globalScene.sessionSlotId,
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} as SessionSaveData;
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}
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@ -967,7 +963,6 @@ export class GameData {
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const handleSessionData = async (sessionDataStr: string) => {
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try {
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const sessionData = this.parseSessionData(sessionDataStr);
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sessionData.slotId = slotId;
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resolve(sessionData);
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} catch (err) {
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reject(err);
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@ -1058,8 +1053,6 @@ export class GameData {
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console.debug("Attempt to log session data failed:", err);
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}
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}
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// overwrite slot ID if somehow not set.
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fromSession.slotId = slotId;
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globalScene.gameMode = getGameMode(fromSession.gameMode || GameModes.CLASSIC);
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if (fromSession.challenges) {
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@ -1296,13 +1289,6 @@ export class GameData {
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result = [true, true];
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} else {
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const sessionData = this.getSessionSaveData();
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if (sessionData.slotId !== slotId) {
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console.warn(
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`Tried to clear session at slot ${slotId}, but current session is at slot ${sessionData.slotId}. Overriding to ${sessionData.slotId}.`,
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);
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// Nullish coalescing is here in case of sessionData from before we added slotId
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slotId = sessionData.slotId ?? slotId;
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}
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const { trainerId } = this;
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const jsonResponse = await pokerogueApi.savedata.session.clear(
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{ slot: slotId, trainerId, clientSessionId },
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@ -1428,8 +1414,7 @@ export class GameData {
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const request = {
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system: systemData,
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session: sessionData,
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// Nullish coalescing is set here in case there is somehow sessionData that was loaded but has no slotID (due to transition)
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sessionSlotId: sessionData.slotId ?? globalScene.sessionSlotId,
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sessionSlotId: globalScene.sessionSlotId,
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clientSessionId: clientSessionId,
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};
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@ -1557,7 +1542,6 @@ export class GameData {
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}
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case GameDataType.SESSION: {
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const sessionData = this.parseSessionData(dataStr);
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sessionData.slotId = slotId;
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valid = !!sessionData.party && !!sessionData.enemyParty && !!sessionData.timestamp;
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break;
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}
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