public async UniTaskVoid HandleRequestAcceptFriendRequest(RequestHandlerData requestHandler, RequestAcceptFriendRequestMessage request, RequestProceedResultDelegate <ResponseAcceptFriendRequestMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD result.Invoke(AckResponseCode.Unimplemented, new ResponseAcceptFriendRequestMessage()); await UniTask.Yield(); #endif }
public async UniTaskVoid HandleRequestAcceptFriendRequest(RequestHandlerData requestHandler, RequestAcceptFriendRequestMessage request, RequestProceedResultDelegate <ResponseAcceptFriendRequestMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD IPlayerCharacterData playerCharacter; if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter)) { result.InvokeError(new ResponseAcceptFriendRequestMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } AsyncResponseData <EmptyMessage> resp1 = await DbServiceClient.CreateFriendAsync(new CreateFriendReq() { Character1Id = playerCharacter.Id, Character2Id = request.requesterId, State = 0, }); AsyncResponseData <EmptyMessage> resp2 = await DbServiceClient.CreateFriendAsync(new CreateFriendReq() { Character1Id = request.requesterId, Character2Id = playerCharacter.Id, State = 0, }); if (!resp1.IsSuccess || !resp2.IsSuccess) { result.InvokeError(new ResponseAcceptFriendRequestMessage() { message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR, }); return; } result.InvokeSuccess(new ResponseAcceptFriendRequestMessage() { message = UITextKeys.UI_FRIEND_REQUEST_ACCEPTED, }); #endif }