Exemple #1
0
        public async UniTaskVoid HandleRequestChangeMemberGuildRole(RequestHandlerData requestHandler, RequestChangeMemberGuildRoleMessage request, RequestProceedResultDelegate <ResponseChangeMemberGuildRoleMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            await UniTask.Yield();

            IPlayerCharacterData playerCharacter;
            if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter))
            {
                result.InvokeError(new ResponseChangeMemberGuildRoleMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_LOGGED_IN,
                });
                return;
            }
            ValidateGuildRequestResult validateResult = GameInstance.ServerGuildHandlers.CanChangeGuildMemberRole(playerCharacter, request.memberId);
            if (!validateResult.IsSuccess)
            {
                result.InvokeError(new ResponseChangeMemberGuildRoleMessage()
                {
                    message = validateResult.GameMessage,
                });
                return;
            }
            // Save to database
            AsyncResponseData <GuildResp> updateResp = await DbServiceClient.UpdateGuildMemberRoleAsync(new UpdateGuildMemberRoleReq()
            {
                GuildId           = validateResult.GuildId,
                MemberCharacterId = request.memberId,
                GuildRole         = request.guildRole
            });

            if (!updateResp.IsSuccess)
            {
                result.InvokeError(new ResponseChangeMemberGuildRoleMessage()
                {
                    message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                });
                return;
            }
            // Update cache
            validateResult.Guild.SetMemberRole(request.memberId, request.guildRole);
            GameInstance.ServerGuildHandlers.SetGuild(validateResult.GuildId, validateResult.Guild);
            IPlayerCharacterData memberCharacter;
            if (GameInstance.ServerUserHandlers.TryGetPlayerCharacterById(request.memberId, out memberCharacter))
            {
                memberCharacter.GuildRole      = request.guildRole;
                memberCharacter.SharedGuildExp = validateResult.Guild.GetRole(request.guildRole).shareExpPercentage;
            }
            // Broadcast via chat server
            if (ClusterClient.IsNetworkActive)
            {
                ClusterClient.SendSetGuildMemberRole(MMOMessageTypes.UpdateGuild, validateResult.GuildId, request.memberId, request.guildRole);
            }
            GameInstance.ServerGameMessageHandlers.SendSetGuildMemberRoleToMembers(validateResult.Guild, request.memberId, request.guildRole);
            result.InvokeSuccess(new ResponseChangeMemberGuildRoleMessage());
#endif
        }