Pet arrival: fire after run narration, not before

The run-complete emergence seam rolled the pet-arrival DM synchronously,
then handed the run narration to streamFlow's paced (fire-and-forget)
streamer. The 'animal in your house' prompt landed ahead of the queued
'Run complete' + loot beats. Add streamFlowThen to run the roll after the
final message is delivered; fix the same inverted order in tryAutoRun.
This commit is contained in:
prosolis
2026-05-22 07:10:51 -07:00
parent ef8fbe5496
commit 56f896b941
3 changed files with 39 additions and 11 deletions

View File

@@ -817,6 +817,30 @@ func (p *AdventurePlugin) streamFlow(userID id.UserID, phaseMessages []string, f
return nil
}
// streamFlowThen behaves like streamFlow but runs after() once the final
// message has actually been delivered. Emergence follow-ups (e.g. the pet
// arrival DM) must land strictly *after* the paced run narration — rolling
// them before streamFlow returns races the streamer's goroutine and surfaces
// "there's an animal in your house" ahead of the "Run complete" beat the
// player is still waiting on. after may be nil.
func (p *AdventurePlugin) streamFlowThen(userID id.UserID, phaseMessages []string, finalMessage string, after func()) error {
if len(phaseMessages) == 0 {
err := p.SendDM(userID, finalMessage)
if after != nil {
after()
}
return err
}
done := p.sendZoneCombatMessages(userID, phaseMessages, finalMessage)
if after != nil {
go func() {
<-done
after()
}()
}
return nil
}
// resolveRoom dispatches to the per-room-type resolver. Returns staged
// messages (intro, phases, outcome) so combat rooms can be paced with
// inter-phase delays — see resolveCombatRoom for the contract. For