public async UniTaskVoid HandleRequestDeclineFriendRequest(RequestHandlerData requestHandler, RequestDeclineFriendRequestMessage request, RequestProceedResultDelegate <ResponseDeclineFriendRequestMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD result.Invoke(AckResponseCode.Unimplemented, new ResponseDeclineFriendRequestMessage()); await UniTask.Yield(); #endif }
public async UniTaskVoid HandleRequestDeclineFriendRequest(RequestHandlerData requestHandler, RequestDeclineFriendRequestMessage request, RequestProceedResultDelegate <ResponseDeclineFriendRequestMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD IPlayerCharacterData playerCharacter; if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter)) { result.InvokeError(new ResponseDeclineFriendRequestMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } AsyncResponseData <EmptyMessage> resp = await DbServiceClient.DeleteFriendAsync(new DeleteFriendReq() { Character1Id = playerCharacter.Id, Character2Id = request.requesterId, }); if (!resp.IsSuccess) { result.InvokeError(new ResponseDeclineFriendRequestMessage() { message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR, }); return; } result.InvokeSuccess(new ResponseDeclineFriendRequestMessage() { message = UITextKeys.UI_FRIEND_REQUEST_DECLINED, }); #endif }