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Rogue3D_RoomSettlement Rogue3D_SaveFightData
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Rogue3D;
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// Called when a room is cleared. Client s2c handler is empty — just acknowledge.
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// param: {"nNodeId": int, "tbKill": [...], "tbMonster": [...]}
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[CallGSApi("Rogue3D_RoomSettlement")]
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public class Rogue3D_RoomSettlement : ICallGSHandler
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{
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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await CallGSRouter.SendScript(connection, "Rogue3D_RoomSettlement", "{}");
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}
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}
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Rogue3D;
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// Saves in-progress fight data (checkpoint). Client s2c handler is empty — just acknowledge.
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// param: {"tbData": {...}, "chaosWave": int}
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[CallGSApi("Rogue3D_SaveFightData")]
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public class Rogue3D_SaveFightData : ICallGSHandler
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{
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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await CallGSRouter.SendScript(connection, "Rogue3D_SaveFightData", "{}");
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}
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}
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