public async UniTaskVoid HandleRequestChangeGuildMessage(RequestHandlerData requestHandler, RequestChangeGuildMessageMessage request, RequestProceedResultDelegate <ResponseChangeGuildMessageMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            await UniTask.Yield();

            IPlayerCharacterData playerCharacter;
            if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter))
            {
                result.Invoke(AckResponseCode.Error, new ResponseChangeGuildMessageMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_LOGGED_IN,
                });
                return;
            }
            ValidateGuildRequestResult validateResult = GameInstance.ServerGuildHandlers.CanChangeGuildMessage(playerCharacter, request.message);
            if (!validateResult.IsSuccess)
            {
                result.Invoke(AckResponseCode.Error, new ResponseChangeGuildMessageMessage()
                {
                    message = validateResult.GameMessage,
                });
                return;
            }
            validateResult.Guild.guildMessage = request.message;
            GameInstance.ServerGuildHandlers.SetGuild(validateResult.GuildId, validateResult.Guild);
            // Save to database
            _ = DbServiceClient.UpdateGuildMessageAsync(new UpdateGuildMessageReq()
            {
                GuildId      = validateResult.GuildId,
                GuildMessage = request.message
            });
            // Broadcast via chat server
            if (ChatNetworkManager.IsClientConnected)
            {
                ChatNetworkManager.SendSetGuildMessage(null, MMOMessageTypes.UpdateGuild, validateResult.GuildId, request.message);
            }
            GameInstance.ServerGameMessageHandlers.SendSetGuildMessageToMembers(validateResult.Guild);
            result.Invoke(AckResponseCode.Success, new ResponseChangeGuildMessageMessage());
#endif
        }
Beispiel #2
0
        public async UniTaskVoid HandleRequestChangeGuildMessage2(RequestHandlerData requestHandler, RequestChangeGuildMessageMessage request, RequestProceedResultDelegate <ResponseChangeGuildMessageMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            await UniTask.Yield();

            IPlayerCharacterData playerCharacter;
            if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter))
            {
                result.InvokeError(new ResponseChangeGuildMessageMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_LOGGED_IN,
                });
                return;
            }
            ValidateGuildRequestResult validateResult = GameInstance.ServerGuildHandlers.CanChangeGuildMessage2(playerCharacter, request.message);
            if (!validateResult.IsSuccess)
            {
                result.InvokeError(new ResponseChangeGuildMessageMessage()
                {
                    message = validateResult.GameMessage,
                });
                return;
            }
            // Save to database
            AsyncResponseData <GuildResp> updateResp = await DbServiceClient.UpdateGuildMessage2Async(new UpdateGuildMessageReq()
            {
                GuildId      = validateResult.GuildId,
                GuildMessage = request.message
            });

            if (!updateResp.IsSuccess)
            {
                result.InvokeError(new ResponseChangeGuildMessageMessage()
                {
                    message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                });
                return;
            }
            // Update cache
            validateResult.Guild.guildMessage2 = request.message;
            GameInstance.ServerGuildHandlers.SetGuild(validateResult.GuildId, validateResult.Guild);
            // Broadcast via chat server
            if (ClusterClient.IsNetworkActive)
            {
                ClusterClient.SendSetGuildMessage2(MMOMessageTypes.UpdateGuild, validateResult.GuildId, request.message);
            }
            GameInstance.ServerGameMessageHandlers.SendSetGuildMessage2ToMembers(validateResult.Guild);
            result.InvokeSuccess(new ResponseChangeGuildMessageMessage());
#endif
        }