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fix(handlers): trying to fix issues with incomplete saves.
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@@ -184,6 +184,28 @@ func logoutPlayer(s *Session) {
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delete(s.server.objectIDs, s)
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s.server.Unlock()
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// Save all character data before logout to prevent data loss
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// This ensures data is persisted even if client disconnects unexpectedly
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if s.charID != 0 {
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characterSaveData, err := GetCharacterSaveData(s, s.charID)
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if err == nil && characterSaveData != nil {
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// Force name to match to prevent corruption detection issues
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characterSaveData.Name = s.Name
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characterSaveData.updateSaveDataWithStruct()
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// Update playtime in savedata before saving
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if !s.playtimeTime.IsZero() {
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s.playtime += uint32(time.Since(s.playtimeTime).Seconds())
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}
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characterSaveData.Playtime = s.playtime
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characterSaveData.Save(s)
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s.logger.Info("Saved character data during logout", zap.Uint32("charID", s.charID))
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} else if err != nil {
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s.logger.Warn("Failed to retrieve character save data during logout", zap.Error(err), zap.Uint32("charID", s.charID))
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}
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}
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for _, stage := range s.server.stages {
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// Tell sessions registered to disconnecting players quest to unregister
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if stage.host != nil && stage.host.charID == s.charID {
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