public async UniTaskVoid HandleRequestFindCharacters(RequestHandlerData requestHandler, RequestFindCharactersMessage request, RequestProceedResultDelegate <ResponseFindCharactersMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out _)) { result.Invoke(AckResponseCode.Error, new ResponseFindCharactersMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } FindCharactersResp resp = await DbServiceClient.FindCharactersAsync(new FindCharactersReq() { CharacterName = request.characterName }); result.Invoke(AckResponseCode.Success, new ResponseFindCharactersMessage() { characters = resp.List.MakeArrayFromRepeatedByteString <SocialCharacterData>(), }); #endif }
public async UniTaskVoid HandleRequestFindCharacters(RequestHandlerData requestHandler, RequestFindCharactersMessage request, RequestProceedResultDelegate <ResponseSocialCharacterListMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD IPlayerCharacterData playerCharacter; if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter)) { result.InvokeError(new ResponseSocialCharacterListMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } AsyncResponseData <SocialCharactersResp> resp = await DbServiceClient.FindCharactersAsync(new FindCharacterNameReq() { FinderId = playerCharacter.Id, CharacterName = request.characterName, Skip = 0, Limit = 50, }); if (!resp.IsSuccess) { result.InvokeError(new ResponseSocialCharacterListMessage() { message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR, }); return; } result.InvokeSuccess(new ResponseSocialCharacterListMessage() { characters = resp.Response.List, }); #endif }