- summary: Enters the game with a character for the first time, and asks for the tutorial.
- area: Game.Character.Management
- confidence: 0.92
Enters the game with a character for the first time, and asks for the tutorial.
- Kind request
- Area Game.Character.Management
- Named by beta, gamemapping
USE THIS FOR A CHARACTER YOU JUST CREATED, and CharacterSelectionRequest
for one you have already played. Both enter the game with a character; this one
additionally tells the server to run the tutorial.
WHEN TO SEND IT
WHEN YOU VALIDATE A CHARACTER THAT HAS NEVER BEEN PLAYED. In the real client both messages come from the same screen action - validating your choice on the character-selection screen - and the screen decides which of them applies from a first-selection flag it raises with the character id. You are choosing between them on the same signal it uses.
SENDING THE WRONG ONE IS NOT A NO-OP. Send this for an existing character and you are asking the server to run the tutorial flow for someone who has already played. Send the ordinary one for a fresh character and you skip the tutorial the server would have set up.
DO_TUTORIAL IS ALWAYS TRUE IN THE REAL CLIENT. It writes a hardcoded true into that member on every dumped build - it is never a player choice. False is a legal wire value that no client has ever sent, so treat it as untested.
THE THIRD BRANCH. The same screen action has one more outcome,
CharacterReplayRequest, for a character in a state that needs replaying
rather than selecting. If you are implementing the screen, all three come from
one place.
WHAT COMES BACK
The ordinary game-entry sequence, exactly as for CharacterSelectionRequest -
there is no dedicated reply to this message. It is uncorrelated, so its envelope
uid is -1 and there is nothing to match against.
READ THE MEMBERS BY ROLE. Both have moved field number across builds, and some builds pad the message with a second bool beside the real one.
When you may send it
- Requires
authenticatedobserved - Raised by: a client-side state change: the player validating their character choice on the selection screen for a character that has not been played yet. The screen raises one intent carrying the character id and a first-selection flag, and the selection dispatcher turns the flag into this message instead of the ordinary one inferred
Related messages
- Reply not yet recovered: the game-entry burst follows, the same as for an ordinary selection. Those messages are recovered but not documented yet.
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | character_id | int64 | The character to enter with. | required |
| 2 | do_tutorial | bool | Whether to run the tutorial. The client always sends true here. | required |
Recovered with score 235, confidence 0.92, margin 235 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 2 of 2.
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