sanitize all money when saving session data to server (#4485)
* sanitize all money when saving session data to server * update money sanitization --------- Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com>
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@ -238,7 +238,7 @@ export class GameOverPhase extends BattlePhase {
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enemyModifiers: this.scene.findModifiers(() => true, false).map(m => new PersistentModifierData(m, false)),
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arena: new ArenaData(this.scene.arena),
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pokeballCounts: this.scene.pokeballCounts,
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money: this.scene.money,
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money: Math.floor(this.scene.money),
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score: this.scene.score,
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waveIndex: this.scene.currentBattle.waveIndex,
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battleType: this.scene.currentBattle.battleType,
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@ -957,7 +957,7 @@ export class GameData {
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enemyModifiers: scene.findModifiers(() => true, false).map(m => new PersistentModifierData(m, false)),
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arena: new ArenaData(scene.arena),
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pokeballCounts: scene.pokeballCounts,
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money: scene.money,
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money: Math.floor(scene.money),
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score: scene.score,
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waveIndex: scene.currentBattle.waveIndex,
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battleType: scene.currentBattle.battleType,
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@ -1047,7 +1047,7 @@ export class GameData {
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scene.pokeballCounts = Overrides.POKEBALL_OVERRIDE.pokeballs;
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}
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scene.money = sessionData.money || 0;
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scene.money = Math.floor(sessionData.money || 0);
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scene.updateMoneyText();
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if (scene.money > this.gameStats.highestMoney) {
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@ -6,6 +6,10 @@ const LATEST_VERSION = "1.0.5";
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export function applySessionDataPatches(data: SessionSaveData) {
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const curVersion = data.gameVersion;
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// Always sanitize money as a safeguard
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data.money = Math.floor(data.money);
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if (curVersion !== LATEST_VERSION) {
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switch (curVersion) {
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case "1.0.0":
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