upd(readme): add a note
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@@ -7,17 +7,43 @@ namespace CapySR.GameServer.Handlers;
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[Handlers]
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public static class TutorialHandlers
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{
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// the client reads rsp.Tutorial / rsp.TutorialGuide without a nil check, so leaving
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// them unset throws in TutorialModule.lua and the load never gets past the loading
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// screen. echo the id back and call it finished, like the rest of the tutorial state.
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public static Task OnUnlockTutorial(PlayerSession session, UnlockTutorialCsReq request) =>
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session.SendAsync(new UnlockTutorialScRsp { Retcode = 0 });
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session.SendAsync(new UnlockTutorialScRsp
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{
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Retcode = 0,
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Tutorial = Tutorial(request.HPIMDINCCNN),
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});
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public static Task OnFinishTutorial(PlayerSession session, FinishTutorialCsReq request) =>
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session.SendAsync(new FinishTutorialScRsp { Retcode = 0 });
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session.SendAsync(new FinishTutorialScRsp
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{
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Retcode = 0,
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Tutorial = Tutorial(request.TutorialId),
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});
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public static Task OnUnlockTutorialGuide(PlayerSession session, UnlockTutorialGuideCsReq request) =>
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session.SendAsync(new UnlockTutorialGuideScRsp { Retcode = 0 });
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session.SendAsync(new UnlockTutorialGuideScRsp
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{
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Retcode = 0,
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TutorialGuide = Guide(request.GroupId, request.Type),
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});
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public static Task OnFinishTutorialGuide(PlayerSession session, FinishTutorialGuideCsReq request) =>
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session.SendAsync(new FinishTutorialGuideScRsp { Retcode = 0 });
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session.SendAsync(new FinishTutorialGuideScRsp
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{
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Retcode = 0,
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Reward = new ItemList(),
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TutorialGuide = Guide(request.GroupId, request.Type),
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});
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private static Tutorial Tutorial(uint id) =>
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new() { Id = id, Status = TutorialStatus.TutorialFinish };
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private static TutorialGuide Guide(uint groupId, TutorialGuideType type) =>
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new() { Id = groupId, Type = type, Status = TutorialStatus.TutorialFinish };
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public static Task OnSetClientPaused(PlayerSession session, SetClientPausedCsReq request) =>
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session.SendAsync(new SetClientPausedScRsp { Retcode = 0, Paused = request.Paused });
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