feat : 보스레이드 신청 메시지 응답 패킷 구현
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@@ -1076,10 +1076,10 @@ public class GameServer : ServerBase
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userNames.Add(channel.GetPlayer(memberId).Nickname);
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}
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bool? 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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if (result.Value == false)
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if (result != null)
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{
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SendTo(peer,
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PacketSerializer.Serialize((ushort)PacketCode.INTO_BOSS_RAID,
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@@ -1087,6 +1087,7 @@ public class GameServer : ServerBase
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Log.Debug("[GameServer] INTO_BOSS_RAID HashKey={Key} PartyId={PartyId} AssignedRaidMapId={RaidId} Failed", hashKey,
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party.PartyId, -1);
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return;
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}
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// 레이드 맵 할당 (미사용 맵 탐색 → 없으면 동적 생성)
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@@ -1146,7 +1147,8 @@ public class GameServer : ServerBase
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// 파티장에게 입장 성공 응답 (할당된 실제 레이드 맵 ID 전달)
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SendTo(peer,
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PacketSerializer.Serialize((ushort)PacketCode.INTO_BOSS_RAID,
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new IntoBossRaidPacket { RaidId = assignedRaidMapId, IsSuccess = true }));
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new IntoBossRaidPacket
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{ RaidId = assignedRaidMapId, IsSuccess = true, Session = result.SessionName, Token = result.Tokens }));
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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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