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介绍

  • 修复 changeBg 和 bgm 的解锁鉴赏不会立即生效,得需要刷新游戏才能在鉴赏里看到的问题。(unlockCg 和 unlockBgm 倒是没这个问题)
  • 修复解锁同 url 的鉴赏时,名称没有被更新的问题。(原来的 url 左手倒右手应该是逻辑错误吧)

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Summary of Changes

Hello @HardyNLee, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

此拉取请求旨在解决鉴赏数据管理中的两个关键问题。首先,它确保了背景图片(CG)和背景音乐(BGM)的解锁鉴赏数据能够立即在游戏中生效,而不再需要手动刷新。其次,它修正了当重复解锁相同 URL 的鉴赏内容时,其名称未能正确更新的逻辑错误,从而提高了数据的一致性和用户体验。

Highlights

  • 即时生效的鉴赏解锁: 修复了 changeBgbgm 解锁鉴赏数据后不会立即生效的问题,现在无需刷新游戏即可查看。
  • 鉴赏名称更新: 解决了当解锁具有相同 URL 的鉴赏数据时,其名称未能正确更新的问题。

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Code Review

你好,感谢你的贡献。本次 PR 修复了鉴赏数据更新的两个问题,目标明确,修改有效。代码整体不错,但我发现几个可以改进的地方:1. 在 bgm.tschangeBg/index.ts 中存在重复的逻辑,并且对异步操作缺少错误处理。2. 在 userDataReducer.ts 中,可以使用 Array.find() 来优化数组的查找和更新逻辑,使代码更简洁高效。具体的修改建议请参考我提交的评论。

if (name !== '') {
webgalStore.dispatch(unlockBgmInUserData({ name, url, series }));
const userDataState = webgalStore.getState().userData;
localforage.setItem(WebGAL.gameKey, userDataState).then(() => {});

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medium

这部分用于持久化用户数据的逻辑与 packages/webgal/src/Core/gameScripts/changeBg/index.ts 中的代码重复了。为了提高代码的可维护性,建议将此逻辑提取到一个共享的辅助函数中。

另外,localforage.setItem 是一个异步操作,目前的代码 .then(() => {}) 会忽略任何可能发生的错误。建议添加错误处理逻辑,以便在数据保存失败时能够捕获并记录错误,这对于调试非常有帮助。

Suggested change
localforage.setItem(WebGAL.gameKey, userDataState).then(() => {});
localforage.setItem(WebGAL.gameKey, userDataState).catch(err => console.error('Failed to save user data:', err));

if (unlockName !== '') {
dispatch(unlockCgInUserData({ name: unlockName, url, series }));
const userDataState = webgalStore.getState().userData;
localforage.setItem(WebGAL.gameKey, userDataState).then(() => {});

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medium

这部分用于持久化用户数据的逻辑与 packages/webgal/src/Core/gameScripts/bgm.ts 中的代码重复了。为了提高代码的可维护性,建议将此逻辑提取到一个共享的辅助函数中。

另外,localforage.setItem 是一个异步操作,目前的代码 .then(() => {}) 会忽略任何可能发生的错误。建议添加错误处理逻辑,以便在数据保存失败时能够捕获并记录错误,这对于调试非常有帮助。

Suggested change
localforage.setItem(WebGAL.gameKey, userDataState).then(() => {});
localforage.setItem(WebGAL.gameKey, userDataState).catch(err => console.error('Failed to save user data:', err));

Comment on lines 69 to 75
state.appreciationData.cg.forEach((e) => {
if (url === e.url) {
isExist = true;
e.url = url;
e.name = name;
e.series = series;
}
});

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medium

使用 forEach 遍历数组来查找并更新单个元素,在找到元素后循环不会停止,效率不高。当数组很大时可能会有性能影响。

建议重构此逻辑,使用 Array.prototype.find() 来查找元素。这样代码更简洁,而且一旦找到匹配项就会停止遍历,效率更高。

例如,可以这样重构整个 unlockCgInUserData reducer:

unlockCgInUserData: (state, action: PayloadAction<IAppreciationAsset>) => {
  const { name, url, series } = action.payload;
  const existingCg = state.appreciationData.cg.find((e) => e.url === url);

  if (existingCg) {
    existingCg.name = name;
    existingCg.series = series;
  } else {
    state.appreciationData.cg.push(action.payload);
  }
},

由于这会改变函数整体结构,因此不提供可直接应用的修改建议,但强烈建议进行此重构。

Comment on lines 84 to 90
state.appreciationData.bgm.forEach((e) => {
if (url === e.url) {
isExist = true;
e.url = url;
e.name = name;
e.series = series;
}
});

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medium

unlockCgInUserData 中的逻辑类似,这里也建议使用 Array.prototype.find() 来代替 forEach,以提高代码的可读性和效率。

重构示例:

const { name, url, series } = action.payload;
const existingBgm = state.appreciationData.bgm.find((e) => e.url === url);

if (existingBgm) {
  existingBgm.name = name;
  existingBgm.series = series;
} else {
  state.appreciationData.bgm.push(action.payload);
}

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