public async UniTaskVoid HandleRequestRemoveFriend(RequestHandlerData requestHandler, RequestRemoveFriendMessage request, RequestProceedResultDelegate <ResponseRemoveFriendMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD IPlayerCharacterData playerCharacter; if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter)) { result.Invoke(AckResponseCode.Error, new ResponseRemoveFriendMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } SocialCharactersResp resp = await DbServiceClient.DeleteFriendAsync(new DeleteFriendReq() { Character1Id = playerCharacter.Id, Character2Id = request.friendId }); GameInstance.ServerGameMessageHandlers.SendSetFriends(requestHandler.ConnectionId, resp.List.ToArray()); result.Invoke(AckResponseCode.Success, new ResponseRemoveFriendMessage() { message = UITextKeys.UI_FRIEND_REMOVED, }); #endif }
public async UniTaskVoid HandleRequestFindCharacters(RequestHandlerData requestHandler, RequestFindCharactersMessage request, RequestProceedResultDelegate <ResponseSocialCharacterListMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out _)) { result.Invoke(AckResponseCode.Error, new ResponseSocialCharacterListMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } SocialCharactersResp resp = await DbServiceClient.FindCharactersAsync(new FindCharacterNameReq() { CharacterName = request.characterName }); result.Invoke(AckResponseCode.Success, new ResponseSocialCharacterListMessage() { characters = resp.List.ToArray(), }); #endif }
public async UniTaskVoid HandleRequestGetFriends(RequestHandlerData requestHandler, EmptyMessage request, RequestProceedResultDelegate <ResponseGetFriendsMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD IPlayerCharacterData playerCharacter; if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter)) { result.Invoke(AckResponseCode.Error, new ResponseGetFriendsMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } SocialCharactersResp resp = await DbServiceClient.ReadFriendsAsync(new ReadFriendsReq() { CharacterId = playerCharacter.Id, }); result.Invoke(AckResponseCode.Success, new ResponseGetFriendsMessage() { friends = resp.List.ToArray(), }); #endif }