Esempio n. 1
0
        public async UniTaskVoid HandleRequestLeaveGuild(RequestHandlerData requestHandler, EmptyMessage request, RequestProceedResultDelegate <ResponseLeaveGuildMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            await UniTask.Yield();

            IPlayerCharacterData playerCharacter;
            if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter))
            {
                result.InvokeError(new ResponseLeaveGuildMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_LOGGED_IN,
                });
                return;
            }
            ValidateGuildRequestResult validateResult = GameInstance.ServerGuildHandlers.CanLeaveGuild(playerCharacter);
            if (!validateResult.IsSuccess)
            {
                result.InvokeError(new ResponseLeaveGuildMessage()
                {
                    message = validateResult.GameMessage,
                });
                return;
            }
            if (validateResult.Guild.IsLeader(playerCharacter.Id))
            {
                // Delete from database
                AsyncResponseData <EmptyMessage> deleteResp = await DbServiceClient.DeleteGuildAsync(new DeleteGuildReq()
                {
                    GuildId = validateResult.GuildId
                });

                if (!deleteResp.IsSuccess)
                {
                    result.InvokeError(new ResponseLeaveGuildMessage()
                    {
                        message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                    });
                    return;
                }
                IPlayerCharacterData memberCharacter;
                long memberConnectionId;
                foreach (string memberId in validateResult.Guild.GetMemberIds())
                {
                    // Save to database
                    _ = DbServiceClient.ClearCharacterGuildAsync(new ClearCharacterGuildReq()
                    {
                        CharacterId = memberId
                    });
                    // Update cache
                    if (GameInstance.ServerUserHandlers.TryGetPlayerCharacterById(memberId, out memberCharacter) &&
                        GameInstance.ServerUserHandlers.TryGetConnectionId(memberId, out memberConnectionId))
                    {
                        memberCharacter.ClearGuild();
                        GameInstance.ServerGameMessageHandlers.SendClearGuildData(memberConnectionId, validateResult.GuildId);
                    }
                    // Broadcast via chat server
                    if (ClusterClient.IsNetworkActive)
                    {
                        ClusterClient.SendRemoveSocialMember(MMOMessageTypes.UpdateGuildMember, validateResult.GuildId, memberId);
                    }
                }
                GameInstance.ServerGuildHandlers.RemoveGuild(validateResult.GuildId);
                // Broadcast via chat server
                if (ClusterClient.IsNetworkActive)
                {
                    ClusterClient.SendGuildTerminate(MMOMessageTypes.UpdateGuild, validateResult.GuildId);
                }
            }
            else
            {
                // Save to database
                AsyncResponseData <EmptyMessage> updateResp = await DbServiceClient.ClearCharacterGuildAsync(new ClearCharacterGuildReq()
                {
                    CharacterId = playerCharacter.Id
                });

                if (!updateResp.IsSuccess)
                {
                    result.InvokeError(new ResponseLeaveGuildMessage()
                    {
                        message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                    });
                    return;
                }
                // Update cache
                playerCharacter.ClearGuild();
                validateResult.Guild.RemoveMember(playerCharacter.Id);
                GameInstance.ServerGuildHandlers.SetGuild(validateResult.GuildId, validateResult.Guild);
                GameInstance.ServerGameMessageHandlers.SendRemoveGuildMemberToMembers(validateResult.Guild, playerCharacter.Id);
                GameInstance.ServerGameMessageHandlers.SendClearGuildData(requestHandler.ConnectionId, validateResult.GuildId);
                // Broadcast via chat server
                if (ClusterClient.IsNetworkActive)
                {
                    ClusterClient.SendRemoveSocialMember(MMOMessageTypes.UpdateGuildMember, validateResult.GuildId, playerCharacter.Id);
                }
            }
            result.InvokeSuccess(new ResponseLeaveGuildMessage());
#endif
        }