🐞 fix(gvg): 修复外政接口时间戳位数
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@@ -383,7 +383,7 @@ export class GVGProduceHandler {
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const { attackRoleId, battleCode, hasRpl } = rec;
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const rplFileUrl = battleCode && hasRpl ? getRemoteRplFilePath(attackRoleId, WAR_TYPE.GVG_VESTIGE, battleCode) : '';
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const obj = getVestigeRecStatus(rec);
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if(obj.status == VESTIGE_STATUS.COMPLETE) result.push({ ...rec, endTime: Math.floor(obj.time/1000), rplFileUrl });
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if(obj.status == VESTIGE_STATUS.COMPLETE) result.push({ ...rec, endTime: obj.time, rplFileUrl });
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}
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return resResult(STATUS.SUCCESS, {
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list: result,
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@@ -263,13 +263,13 @@ export async function getOppDetailData(rec: GVGVestigeRecType) {
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// 根据记录里的时间判断当前状态
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export function getVestigeRecStatus(rec: GVGVestigeRecType) {
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let { checkTime = 0, battleTime = 0, endTime = 0, cancel } = rec;
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if(cancel) return { status: VESTIGE_STATUS.COMPLETE, time: endTime };
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if(endTime > 0 && endTime <= Date.now()) return { status: VESTIGE_STATUS.COMPLETE, time: endTime };
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if(battleTime > 0 && battleTime <= Date.now() && battleTime + GVG.GVG_VESTIGE_BATTLE_COUNTDOWN * 1000 > Date.now()) return { status: VESTIGE_STATUS.BATTLE, time: battleTime + GVG.GVG_VESTIGE_BATTLE_COUNTDOWN * 1000 };
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if(checkTime > 0 && checkTime <= Date.now() && checkTime + GVG.GVG_VESTIGE_PREPARE_COUNTDOWN * 1000 > Date.now()) return { status: VESTIGE_STATUS.CHECK, time: checkTime + GVG.GVG_VESTIGE_PREPARE_COUNTDOWN * 1000 };
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if(cancel) return { status: VESTIGE_STATUS.COMPLETE, time: Math.floor(endTime/1000) };
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if(endTime > 0 && endTime <= Date.now()) return { status: VESTIGE_STATUS.COMPLETE, time: Math.floor(endTime/1000) };
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if(battleTime > 0 && battleTime <= Date.now() && battleTime + GVG.GVG_VESTIGE_BATTLE_COUNTDOWN * 1000 > Date.now()) return { status: VESTIGE_STATUS.BATTLE, time: Math.floor(battleTime/1000) + GVG.GVG_VESTIGE_BATTLE_COUNTDOWN };
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if(checkTime > 0 && checkTime <= Date.now() && checkTime + GVG.GVG_VESTIGE_PREPARE_COUNTDOWN * 1000 > Date.now()) return { status: VESTIGE_STATUS.CHECK, time: Math.floor(checkTime/1000) + GVG.GVG_VESTIGE_PREPARE_COUNTDOWN };
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// 超时的
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if(battleTime > 0 && endTime == 0 && battleTime + GVG.GVG_VESTIGE_BATTLE_COUNTDOWN * 1000 <= Date.now()) return { status: VESTIGE_STATUS.COMPLETE, time: battleTime + GVG.GVG_VESTIGE_BATTLE_COUNTDOWN };
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if(checkTime > 0 && battleTime == 0 && checkTime + GVG.GVG_VESTIGE_PREPARE_COUNTDOWN * 1000 <= Date.now()) return { status: VESTIGE_STATUS.COMPLETE, time: checkTime + GVG.GVG_VESTIGE_PREPARE_COUNTDOWN };
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if(battleTime > 0 && endTime == 0 && battleTime + GVG.GVG_VESTIGE_BATTLE_COUNTDOWN * 1000 <= Date.now()) return { status: VESTIGE_STATUS.COMPLETE, time: Math.floor(battleTime/1000) + GVG.GVG_VESTIGE_BATTLE_COUNTDOWN };
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if(checkTime > 0 && battleTime == 0 && checkTime + GVG.GVG_VESTIGE_PREPARE_COUNTDOWN * 1000 <= Date.now()) return { status: VESTIGE_STATUS.COMPLETE, time: Math.floor(checkTime/1000) + GVG.GVG_VESTIGE_PREPARE_COUNTDOWN };
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return { status: VESTIGE_STATUS.NO, time: 0 };
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}
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