2024-02-09 22:15:05 +00:00
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using GameServer.Controllers.Attributes;
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using GameServer.Controllers.Event;
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2024-02-09 09:20:14 +00:00
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using GameServer.Models;
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2024-02-07 21:41:39 +00:00
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using GameServer.Network;
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using GameServer.Network.Messages;
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using Protocol;
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2024-02-09 22:15:05 +00:00
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namespace GameServer.Controllers;
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internal class WorldController : Controller
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{
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public WorldController(PlayerSession session) : base(session)
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{
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// WorldMessageHandler.
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}
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[GameEvent(GameEventType.EnterGame)]
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public async Task OnEnterGame(ModelManager modelManager)
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{
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PlayerModel player = modelManager.Player;
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await Session.Push(MessageId.JoinSceneNotify, new JoinSceneNotify
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{
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MaxEntityId = 2,
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TransitionOption = new TransitionOptionPb
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{
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TransitionType = (int)TransitionType.Empty
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},
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SceneInfo = new SceneInformation
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{
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OwnerId = player.Id,
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Mode = (int)SceneMode.Single,
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InstanceId = 8,
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AoiData = new PlayerSceneAoiData
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{
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GenIds = { 1 },
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Entities =
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{
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new EntityPb
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{
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EntityState = (int)EntityState.Born,
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EntityType = (int)EEntityType.Player,
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PlayerId = player.Id,
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LivingStatus = (int)LivingStatus.Alive,
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ConfigId = player.CharacterId,
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ConfigType = (int)EntityConfigType.Character,
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Id = 1,
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IsVisible = true,
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Pos = new Vector
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{
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X = 4000,
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Y = -2000,
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Z = 260
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},
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Rot = new(),
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InitLinearVelocity = new(),
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PrefabIncId = 0,
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InitPos = new Vector
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{
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X = 4000,
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Y = -2000,
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Z = 260
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},
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ComponentPbs =
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{
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new EntityComponentPb
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{
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VisionSkillComponent = new VisionSkillComponentPb
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{
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VisionSkillInfos =
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{
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new VisionSkillInformation
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{
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SkillId = 1302001,
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Level = 1,
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Quality = 1,
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}
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}
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},
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},
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new EntityComponentPb
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{
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AttributeComponent = new AttributeComponentPb
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{
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GameAttributes =
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{
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.Life,
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BaseValue = 1000,
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CurrentValue = 1000
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.LifeMax,
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BaseValue = 1000,
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CurrentValue = 1000
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.EnergyMax,
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BaseValue = 10,
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CurrentValue = 10
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.Energy,
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BaseValue = 10,
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CurrentValue = 10
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.SpecialEnergy3,
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BaseValue = 10,
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CurrentValue = 10
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.SpecialEnergy3Max,
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BaseValue = 10,
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CurrentValue = 10
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.AutoAttackSpeed,
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BaseValue = 10000,
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CurrentValue = 10000
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.CastAttackSpeed,
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BaseValue = 10000,
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CurrentValue = 10000
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.Atk,
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BaseValue = 1,
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CurrentValue = 1
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},
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new GameplayAttributeData
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{
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AttributeType = (int)EAttributeType.Lv,
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BaseValue = 1,
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CurrentValue = 1
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},
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},
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}
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},
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new EntityComponentPb
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{
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ConcomitantsComponentPb = new ConcomitantsComponentPb
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{
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CustomEntityIds = {1},
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},
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}
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},
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}
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}
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},
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TimeInfo = new SceneTimeInfo
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{
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Hour = 23
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},
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PlayerInfos =
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{
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new ScenePlayerInformation
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{
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PlayerId = player.Id,
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Level = 1,
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IsOffline = false,
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Location = new()
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{
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X = 4000,
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Y = -2000,
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Z = 260
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},
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FightRoleInfos =
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{
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new FightRoleInformation
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{
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EntityId = 1,
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CurHp = 1000,
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MaxHp = 1000,
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IsControl = true,
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RoleId = player.CharacterId,
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RoleLevel = 1,
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}
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},
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PlayerName = player.Name
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}
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},
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CurContextId = player.Id
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}
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});
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}
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[NetEvent(MessageId.EntityActiveRequest)]
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public ResponseMessage OnEntityActiveRequest() => Response(MessageId.EntityActiveResponse, new EntityActiveResponse());
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[NetEvent(MessageId.EntityOnLandedRequest)]
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public ResponseMessage OnEntityOnLandedRequest() => Response(MessageId.EntityOnLandedResponse, new EntityOnLandedResponse());
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[NetEvent(MessageId.PlayerMotionRequest)]
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public ResponseMessage OnPlayerMotionRequest() => Response(MessageId.PlayerMotionResponse, new PlayerMotionResponse());
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[NetEvent(MessageId.EntityLoadCompleteRequest)]
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public ResponseMessage OnEntityLoadCompleteRequest() => Response(MessageId.EntityLoadCompleteResponse, new EntityLoadCompleteResponse());
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[NetEvent(MessageId.SceneLoadingFinishRequest)]
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public ResponseMessage OnSceneLoadingFinishRequest() => Response(MessageId.SceneLoadingFinishResponse, new SceneLoadingFinishResponse());
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[NetEvent(MessageId.UpdateSceneDateRequest)]
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public ResponseMessage OnUpdateSceneDateRequest() => Response(MessageId.UpdateSceneDateResponse, new UpdateSceneDateResponse());
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}
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