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bec6dde076
By not detecting new saves correctly before, players were sent all moons while still being in cap kingdom. Having those moons made the game crash if the cutscenes from cap to cascade were skipped. Changes: - Rename: `speedrun => `disableShineSync`. - Correctly detect new saves by scenario 1 instead of 0. - Let all stages that are not cap in scenario 1 enable shine sync again (e.g. for switching back to an older save). - Only disable shine sync once and not on every stage change (e.g. when entering cap overworld again and again). - Disable shine bag clearing by default, option to enable it again via `Shines/ClearOnNewSaves` (for speedruns). - Persist shines after clearing (otherwise a server crash/restart might load old moons from a previous run and sync them). - Clear only once per player till reaching cascade (otherwise collected moons might be cleared mid-run). - Reduce delay from 15s to 2s (even w/o a delay I couldn't reproduce a crash, but keeping it feels safer). - Only enable shine sync again after the delay, the delay was circumvented before by other tasks triggering shine sync earlier. |
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.. | ||
BanLists.cs | ||
Client.cs | ||
CommandHandler.cs | ||
DiscordBot.cs | ||
FlipOptions.cs | ||
Program.cs | ||
Server.cs | ||
Server.csproj | ||
Settings.cs | ||
Time.cs |