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using Google.Protobuf;
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using Google.Protobuf.WellKnownTypes;
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using ServerCore;
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using ServerBase;
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using ServerCommon;
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using ServerCommon.BusinessLogDomain;
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using MetaAssets;
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namespace GameServer;
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public class ReplyFriendRequestLockAction : FriendInterlockBase
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{
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private Int32 m_reply_type = 1;
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public ReplyFriendRequestLockAction(UserBase owner, string myGuid, string friendGuid, int replyType) : base(owner, myGuid, friendGuid)
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{
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m_reply_type = replyType;
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}
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public override async Task<Result> doAction()
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{
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var server_logic = GameServerApp.getServerLogic();
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var action = getOwner().getEntityAction<ReplyReceivedFriendRequestAction>();
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var result = await action.replyReceivedFriendRequest(getMyGuid(), getFriendGuid(), m_reply_type);
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if (result.isFail()) return result;
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//거절은 딱히 DB 수정할것 없다.
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if(m_reply_type == (int)FriendRequestReplyType.Accept)
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{
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var batch = new QueryBatchEx<QueryRunnerWithDocument>(getOwner(), LogActionType.FriendAdd, server_logic.getDynamoDbClient());
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{
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batch.addQuery(new DBQAddFriend(getOwner().getUserGuid(), getFriendGuid()));
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}
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var log_invoker = new AddFriendBusinessLog(getOwner().getUserGuid(), getFriendGuid());
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batch.appendBusinessLog(log_invoker);
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result = await QueryHelper.sendQueryAndBusinessLog(batch);
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}
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//거절 로그
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if (m_reply_type == (int)FriendRequestReplyType.Refuse)
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{
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//log
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List<ILogInvoker> invokers = new List<ILogInvoker>();
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invokers.Add(new RefuseFriendRequestBusinessLog(getMyGuid(), getFriendGuid()));
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var log_action = new LogActionEx(LogActionType.RefuseFriendRequest);
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BusinessLogger.collectLogs(log_action, getOwner(), invokers);
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}
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return result;
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}
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}
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