diff --git a/GameServer/Server/CallGS/Handlers/Rogue3D/Rogue3D_RoomSettlement.cs b/GameServer/Server/CallGS/Handlers/Rogue3D/Rogue3D_RoomSettlement.cs new file mode 100644 index 0000000..35e122b --- /dev/null +++ b/GameServer/Server/CallGS/Handlers/Rogue3D/Rogue3D_RoomSettlement.cs @@ -0,0 +1,12 @@ +namespace MikuSB.GameServer.Server.CallGS.Handlers.Rogue3D; + +// Called when a room is cleared. Client s2c handler is empty — just acknowledge. +// param: {"nNodeId": int, "tbKill": [...], "tbMonster": [...]} +[CallGSApi("Rogue3D_RoomSettlement")] +public class Rogue3D_RoomSettlement : ICallGSHandler +{ + public async Task Handle(Connection connection, string param, ushort seqNo) + { + await CallGSRouter.SendScript(connection, "Rogue3D_RoomSettlement", "{}"); + } +} diff --git a/GameServer/Server/CallGS/Handlers/Rogue3D/Rogue3D_SaveFightData.cs b/GameServer/Server/CallGS/Handlers/Rogue3D/Rogue3D_SaveFightData.cs new file mode 100644 index 0000000..a2f881c --- /dev/null +++ b/GameServer/Server/CallGS/Handlers/Rogue3D/Rogue3D_SaveFightData.cs @@ -0,0 +1,12 @@ +namespace MikuSB.GameServer.Server.CallGS.Handlers.Rogue3D; + +// Saves in-progress fight data (checkpoint). Client s2c handler is empty — just acknowledge. +// param: {"tbData": {...}, "chaosWave": int} +[CallGSApi("Rogue3D_SaveFightData")] +public class Rogue3D_SaveFightData : ICallGSHandler +{ + public async Task Handle(Connection connection, string param, ushort seqNo) + { + await CallGSRouter.SendScript(connection, "Rogue3D_SaveFightData", "{}"); + } +}