//[AuthorizeJwt(GuardianApplicationRole.ZoneServer)] //TODO: Eventually we'll need to auth these zoneservers. public async Task <IActionResult> WorldTeleportCharacter([FromBody][NotNull] ZoneServerWorldTeleportCharacterRequest requestModel, [FromServices][NotNull] ICharacterLocationRepository characterLocationRepository, [FromServices][NotNull] IGameObjectBehaviourDataServiceClient <WorldTeleporterInstanceModel> worldTelporterDataClient, [FromServices][NotNull] IPlayerSpawnPointDataServiceClient playerSpawnDataClient) { if (requestModel == null) { throw new ArgumentNullException(nameof(requestModel)); } if (characterLocationRepository == null) { throw new ArgumentNullException(nameof(characterLocationRepository)); } if (worldTelporterDataClient == null) { throw new ArgumentNullException(nameof(worldTelporterDataClient)); } if (playerSpawnDataClient == null) { throw new ArgumentNullException(nameof(playerSpawnDataClient)); } //TODO: Right now there is no verification of WHO/WHAT is actually teleporting the player. //We need an authorization system with player-owned zone servers. So that we can determine //who is requesting to transfer the session and then verify that a player is even on //that zone server. ProjectVersionStage.AssertBeta(); //We don't await so that we can get rolling on this VERY async multi-part process. //TODO: Handle failure ResponseModel <WorldTeleporterInstanceModel, SceneContentQueryResponseCode> teleporterInstanceResponse = await worldTelporterDataClient.GetBehaviourInstance(requestModel.WorldTeleporterId); //TODO: Handle failure ResponseModel <PlayerSpawnPointInstanceModel, SceneContentQueryResponseCode> pointInstanceResponse = await playerSpawnDataClient.GetSpawnPointInstance(teleporterInstanceResponse.Result.RemoteSpawnPointId); //Remove current location and update the new location. await characterLocationRepository.TryDeleteAsync(requestModel.CharacterGuid.EntityId); await characterLocationRepository.TryCreateAsync(new CharacterLocationModel(requestModel.CharacterGuid.EntityId, pointInstanceResponse.Result.InitialPosition.x, pointInstanceResponse.Result.InitialPosition.y, pointInstanceResponse.Result.InitialPosition.z, pointInstanceResponse.Result.WorldId)); //TODO: Better indicate reason for failure. return(Ok()); }
public async Task TryWorldTeleportCharacter(ZoneServerWorldTeleportCharacterRequest request) { await(await GetService().ConfigureAwaitFalse()).TryWorldTeleportCharacter(request).ConfigureAwaitFalseVoid(); }