mirror of
https://github.com/MikuLeaks/MikuSB.git
synced 2026-06-04 05:03:58 +00:00
add all weapon & skin on init and fix CallGS
This commit is contained in:
@@ -60,11 +60,7 @@ public class GameSkinInfo : BaseGameItemInfo
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{
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Id = UniqueId,
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Template = TemplateId,
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Count = ItemCount,
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Enhance = new Enhance
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{
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Level = Level
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}
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Count = ItemCount
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};
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return proto;
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}
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@@ -30,7 +30,8 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
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var weaponInfo = await Player.InventoryManager!.AddWeaponItem((ItemTypeEnum)CharacterExcel.DefaultWeaponGPDL[0], CharacterExcel.DefaultWeaponGPDL[1], CharacterExcel.DefaultWeaponGPDL[2], (uint)CharacterExcel.DefaultWeaponGPDL[3]);
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if (weaponInfo != null) character.WeaponUniqueId = weaponInfo.UniqueId;
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var skinInfo = await Player.InventoryManager!.AddSkinItem(ItemTypeEnum.TYPE_CARD_SKIN,detail,particular,level);
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//var skinInfo = await Player.InventoryManager!.AddSkinItem(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level);
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var skinInfo = Player.InventoryManager!.GetSkinItemGDPL(ItemTypeEnum.TYPE_CARD_SKIN, detail, particular, level);
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if (skinInfo != null)
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{
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character.SkinId = skinInfo.UniqueId;
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@@ -46,6 +47,11 @@ public class CharacterManager(PlayerInstance player) : BasePlayerManager(player)
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return CharacterData.Characters.Find(Character => Character.TemplateId == TemplateId);
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}
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public CharacterInfo? GetCharacterByGUID(uint guid)
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{
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return CharacterData.Characters.Find(Character => Character.Guid == guid);
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}
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public CharacterInfo? GetCharacterGDPL(ItemTypeEnum genre, int detail, int particular)
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{
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,(uint)detail,(uint)particular,1);
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@@ -39,9 +39,9 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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return InventoryData.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public GameWeaponInfo? GetWeaponItemGDPL(ItemTypeEnum genre, int detail, int particular)
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public GameWeaponInfo? GetWeaponItemGDPL(ItemTypeEnum genre, uint detail, uint particular, uint level)
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{
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre, (uint)detail, (uint)particular, 1);
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular, level);
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return InventoryData.Weapons.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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@@ -74,9 +74,9 @@ public class InventoryManager(PlayerInstance player) : BasePlayerManager(player)
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return InventoryData.Skins.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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public GameSkinInfo? GetSkinItemGDPL(ItemTypeEnum genre, int detail, int particular)
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public GameSkinInfo? GetSkinItemGDPL(ItemTypeEnum genre, uint detail, uint particular, uint level)
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{
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre, (uint)detail, (uint)particular, 1);
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var templateId = GameResourceTemplateId.FromGdpl((uint)genre,detail,particular,level);
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return InventoryData.Skins.Values.FirstOrDefault(x => x.TemplateId == templateId);
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}
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}
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@@ -44,7 +44,18 @@ public class PlayerInstance(PlayerGameData data)
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var t = Task.Run(async () =>
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{
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await InitialPlayerManager();
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foreach (var card in GameData.CardData.Values) await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level);
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foreach (var skinCard in GameData.CardSkinData.Values)
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{
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await InventoryManager.AddSkinItem((ItemTypeEnum)skinCard.Genre, skinCard.Detail, skinCard.Particular, skinCard.Level);
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}
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foreach (var weapon in GameData.WeaponData.Values)
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{
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await InventoryManager.AddWeaponItem((ItemTypeEnum)weapon.Genre, weapon.Detail, weapon.Particular, weapon.Level);
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}
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foreach (var card in GameData.CardData.Values)
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{
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await CharacterManager.AddCharacter((ItemTypeEnum)card.Genre, card.Detail, card.Particular, card.Level);
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}
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var bootstrapAttrs = BuildLobbyBootstrapAttrs();
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var existingAttrs = Data.Attrs
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@@ -156,8 +167,8 @@ public class PlayerInstance(PlayerGameData data)
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},
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};
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//foreach(var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
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//foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
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foreach (var weapon in InventoryManager.InventoryData.Weapons.Values) proto.Items.Add(weapon.ToProto());
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foreach (var skin in InventoryManager.InventoryData.Skins.Values) proto.Items.Add(skin.ToProto());
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foreach (var chara in CharacterManager.CharacterData.Characters) proto.Items.Add(chara.ToProto());
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foreach (var x in Data.Attrs)
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@@ -229,7 +240,7 @@ public class PlayerInstance(PlayerGameData data)
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// Launch.GPASSID = 22 stores pass counts. ChapterLevel.GID = 21 stores star flags.
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// Completing the prologue/early chapter range prevents function conditions from
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// treating the account as a fresh tutorial player.
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for (uint levelId = 10_000; levelId <= 11_007; levelId++)
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for (uint levelId = 10_000; levelId <= 10_160; levelId++)
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{
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yield return (21, levelId, 7);
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yield return (22, levelId, 1);
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@@ -38,9 +38,10 @@ public static class CallGSRouter
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Logger.Error($"No handler for CallGS API: {req.Api}");
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}
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public static async Task SendScript(Connection connection, string api, string arg, ushort seqNo = 0)
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public static async Task SendScript(Connection connection, string api, string arg, NtfSyncPlayer extra = null!)
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{
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var rsp = new NtfCallScript { Api = api, Arg = arg };
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await connection.SendPacket(CmdIds.RspCallGS, rsp, seqNo);
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var rsp = new NtfCallScript { Api = api, Arg = arg, ExtraSync = extra };
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await connection.SendPacket(CmdIds.NtfScript, rsp);
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await connection.SendPacket(CmdIds.RspCallGS);
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}
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}
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@@ -9,6 +9,6 @@ public class Achievement_GetReward : ICallGSHandler
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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// TODO: validate achievement completion and grant reward items
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await CallGSRouter.SendScript(connection, "Achievement_GetReward", "{}", seqNo);
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await CallGSRouter.SendScript(connection, "Achievement_GetReward", "{}");
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}
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}
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@@ -9,6 +9,6 @@ public class ActivityFace_Update : ICallGSHandler
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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// TODO: process face equip/unequip state and return the next face to display
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await CallGSRouter.SendScript(connection, "ActivityFace_Update", "{\"nFaceId\":0,\"nId\":0,\"nType\":0}", seqNo);
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await CallGSRouter.SendScript(connection, "ActivityFace_Update", "{\"nFaceId\":0,\"nId\":0,\"nType\":0}");
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}
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}
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@@ -8,6 +8,6 @@ public class Daily_GetActivityInfo : ICallGSHandler
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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// TODO: return actual daily activity data
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await CallGSRouter.SendScript(connection, "Daily_GetActivityInfo", "{}", seqNo);
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await CallGSRouter.SendScript(connection, "Daily_GetActivityInfo", "{}");
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}
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}
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24
GameServer/Server/CallGS/Handlers/Girl/GirlSkin_Change.cs
Normal file
24
GameServer/Server/CallGS/Handlers/Girl/GirlSkin_Change.cs
Normal file
@@ -0,0 +1,24 @@
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using MikuSB.Proto;
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using System.Text.Json;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Daily;
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[CallGSApi("GirlSkin_Change")]
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public class GirlSkin_Change : 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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var player = connection.Player!;
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var girlSkinData = JsonSerializer.Deserialize<ChangeSkinParam>(param);
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var cardData = player.CharacterManager.GetCharacterByGUID((uint)girlSkinData!.CardId);
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if (cardData == null) return;
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cardData.SkinId = (uint)girlSkinData.Id;
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var sync = new NtfSyncPlayer
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{
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Items = { cardData.ToProto() }
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};
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await CallGSRouter.SendScript(connection, "GirlSkin_Change", "{}", sync);
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}
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}
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@@ -5,6 +5,6 @@ public class Lineup_Update : 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, "UpdateLineup", "{}", seqNo);
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await CallGSRouter.SendScript(connection, "UpdateLineup", "{}");
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}
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}
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@@ -11,6 +11,6 @@ public class ZoneTime_ReqTime : ICallGSHandler
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{
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var now = Extensions.GetUnixSec();
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var arg = $"{{\"nTime1\":{now},\"nTime2\":{now}}}";
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await CallGSRouter.SendScript(connection, "ZoneTime_ChangeTime", arg, seqNo);
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await CallGSRouter.SendScript(connection, "ZoneTime_ChangeTime", arg);
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}
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}
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@@ -8,6 +8,6 @@ public class ReqEntranceGreenLevel : ICallGSHandler
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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// TODO: return actual skin green levels from player data
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await CallGSRouter.SendScript(connection, "ReqEntranceGreenLevel", "[]", seqNo);
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await CallGSRouter.SendScript(connection, "ReqEntranceGreenLevel", "[]");
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}
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}
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@@ -9,6 +9,6 @@ public class Role_EnterLevel : ICallGSHandler
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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string rsp = $"{{\"tbRet\":{{\"nSeed\":{_random.Next(1, 1000000000)}}}}}";
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await CallGSRouter.SendScript(connection, "Role_EnterLevel", rsp, seqNo);
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await CallGSRouter.SendScript(connection, "Role_EnterLevel", rsp);
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}
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}
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@@ -8,6 +8,6 @@ public class ShopLogic_GetOpenTime : ICallGSHandler
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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// TODO: return actual shop open times from config
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await CallGSRouter.SendScript(connection, "ShopLogic_GetOpenTime", "{}", seqNo);
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await CallGSRouter.SendScript(connection, "ShopLogic_GetOpenTime", "{}");
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}
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}
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5
GameServer/Server/CallGS/Models/Girl/GirlSkin_Change.cs
Normal file
5
GameServer/Server/CallGS/Models/Girl/GirlSkin_Change.cs
Normal file
@@ -0,0 +1,5 @@
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public class ChangeSkinParam
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{
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public int Id { get; set; }
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public int CardId { get; set; }
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}
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