public async UniTaskVoid HandleRequestSendFriendRequest(RequestHandlerData requestHandler, RequestSendFriendRequestMessage request, RequestProceedResultDelegate <ResponseSendFriendRequestMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD result.Invoke(AckResponseCode.Unimplemented, new ResponseSendFriendRequestMessage()); await UniTask.Yield(); #endif }
public async UniTaskVoid HandleRequestSendFriendRequest(RequestHandlerData requestHandler, RequestSendFriendRequestMessage request, RequestProceedResultDelegate <ResponseSendFriendRequestMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD IPlayerCharacterData playerCharacter; if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter)) { result.InvokeError(new ResponseSendFriendRequestMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } AsyncResponseData <EmptyMessage> resp = await DbServiceClient.CreateFriendAsync(new CreateFriendReq() { Character1Id = playerCharacter.Id, Character2Id = request.requesteeId, State = 1, }); if (!resp.IsSuccess) { result.InvokeError(new ResponseSendFriendRequestMessage() { message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR, }); return; } result.InvokeSuccess(new ResponseSendFriendRequestMessage() { message = UITextKeys.UI_FRIEND_REQUESTED, }); #endif }