feat : 레이드 이동 메시지 수정 모두에게
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@@ -98,7 +98,10 @@ public class RestApi : Singleton<RestApi>
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response.EnsureSuccessStatusCode();
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response.EnsureSuccessStatusCode();
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BossRaidAccessResponse? raw = await response.Content.ReadFromJsonAsync<BossRaidAccessResponse>();
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BossRaidAccessResponse? raw = await response.Content.ReadFromJsonAsync<BossRaidAccessResponse>();
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if (raw == null) return null;
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if (raw == null)
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{
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return null;
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}
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// API 응답 → 도메인 모델 매핑
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// API 응답 → 도메인 모델 매핑
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return new BossRaidResult
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return new BossRaidResult
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@@ -1079,7 +1079,7 @@ public class GameServer : ServerBase
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BossRaidResult? result = await RestApi.Instance.BossRaidAccesssAsync(userNames, 1);
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BossRaidResult? result = await RestApi.Instance.BossRaidAccesssAsync(userNames, 1);
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// 입장 실패
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// 입장 실패
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if (result != null)
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if (result == null || result.BossId <= 0)
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{
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{
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SendTo(peer,
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SendTo(peer,
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PacketSerializer.Serialize((ushort)PacketCode.INTO_BOSS_RAID,
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PacketSerializer.Serialize((ushort)PacketCode.INTO_BOSS_RAID,
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@@ -1142,13 +1142,13 @@ public class GameServer : ServerBase
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}
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}
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SendTo(memberPeer, PacketSerializer.Serialize((ushort)PacketCode.CHANGE_MAP, response));
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SendTo(memberPeer, PacketSerializer.Serialize((ushort)PacketCode.CHANGE_MAP, response));
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}
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// 파티장에게 입장 성공 응답 (할당된 실제 레이드 맵 ID 전달)
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// 모두에게 레이드로 이동 (할당된 실제 레이드 맵 ID 전달)
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SendTo(peer,
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SendTo(peer,
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PacketSerializer.Serialize((ushort)PacketCode.INTO_BOSS_RAID,
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PacketSerializer.Serialize((ushort)PacketCode.INTO_BOSS_RAID,
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new IntoBossRaidPacket
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new IntoBossRaidPacket
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{ RaidId = assignedRaidMapId, IsSuccess = true, Session = result.SessionName, Token = result.Tokens }));
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{ RaidId = assignedRaidMapId, IsSuccess = true, Session = result.SessionName, Token = result.Tokens }));
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}
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Log.Debug("[GameServer] INTO_BOSS_RAID HashKey={Key} PartyId={PartyId} AssignedRaidMapId={RaidId}", hashKey, party.PartyId,
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Log.Debug("[GameServer] INTO_BOSS_RAID HashKey={Key} PartyId={PartyId} AssignedRaidMapId={RaidId}", hashKey, party.PartyId,
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assignedRaidMapId);
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assignedRaidMapId);
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