Exemplo n.º 1
0
        public async UniTaskVoid HandleRequestChangeGuildOptions(RequestHandlerData requestHandler, RequestChangeGuildOptionsMessage request, RequestProceedResultDelegate <ResponseChangeGuildOptionsMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            await UniTask.Yield();

            IPlayerCharacterData playerCharacter;
            if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter))
            {
                result.InvokeError(new ResponseChangeGuildOptionsMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_LOGGED_IN,
                });
                return;
            }
            ValidateGuildRequestResult validateResult = GameInstance.ServerGuildHandlers.CanChangeGuildOptions(playerCharacter);
            if (!validateResult.IsSuccess)
            {
                result.InvokeError(new ResponseChangeGuildOptionsMessage()
                {
                    message = validateResult.GameMessage,
                });
                return;
            }
            // Save to database
            AsyncResponseData <GuildResp> updateResp = await DbServiceClient.UpdateGuildOptionsAsync(new UpdateGuildOptionsReq()
            {
                GuildId = validateResult.GuildId,
                Options = request.options
            });

            if (!updateResp.IsSuccess)
            {
                result.InvokeError(new ResponseChangeGuildOptionsMessage()
                {
                    message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                });
                return;
            }
            // Update cache
            validateResult.Guild.options = request.options;
            GameInstance.ServerGuildHandlers.SetGuild(validateResult.GuildId, validateResult.Guild);
            // Broadcast via chat server
            if (ClusterClient.IsNetworkActive)
            {
                ClusterClient.SendSetGuildOptions(MMOMessageTypes.UpdateGuild, validateResult.GuildId, request.options);
            }
            GameInstance.ServerGameMessageHandlers.SendSetGuildOptionsToMembers(validateResult.Guild);
            result.InvokeSuccess(new ResponseChangeGuildOptionsMessage());
#endif
        }