/// <summary> /// 1 移出黑名单 2 去仇人身边 3 换一批(id发0) /// </summary> public void C2S_ReqDoSomething(FriendOperation _state, int _id) { //Debug.Log("好友请求 " + _state + " , id : " + _id); pt_req_firend_other_d709 msg = new pt_req_firend_other_d709(); msg.state = (int)_state; msg.oth_uid = _id; NetMsgMng.SendMsg(msg); }
/// <summary> /// 1 加为好友 3 添加黑名单 2 删除好友 /// </summary> public void C2S_ReqOperateFriend(FriendOperation _state, List <int> _friends) { //Debug.Log("请求:1:加好友2:加黑名单3:删除好友 " + _state); pt_req_add_del_blacklist_d706 msg = new pt_req_add_del_blacklist_d706(); msg.state = (int)_state; msg.uid_list = _friends; NetMsgMng.SendMsg(msg); }
public async Task <IActionResult> Follow([FromRoute] Guid friendId) { try { Guid userId = User.GetUserId(); if (userId.Equals(friendId)) { return(BadRequest("invalid")); } var friendOperation = await _friendOperationRepo.First(fo => fo.FollowerUserId == userId && fo.FollowingUserId == friendId); if (friendOperation != null) { return(BadRequest("Zaten takip ediyorsun.")); } else { var entity = new FriendOperation() { Id = new Guid(), FollowerUserId = userId, FollowingUserId = friendId }; var response = await _friendOperationRepo.Add(entity); if (response) { try { await _notificationHelper.SendFollowNotification(userId, friendId); await _gameHelper.Point(userId, GameType.Follow); await _gameHelper.Point(friendId, GameType.Following); } catch { } return(Ok("Takip etmeye başladın.")); } else { return(BadRequest("Takip ederken hata oluştu.")); } } } catch (Exception ex) { _logHelper.Log("FriendOperationsController", 500, "Follow", ex.Message); return(null); } }