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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 NotifyFriendStateHandler
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{
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public bool send_GS2C_NTF_FRIEND_STATE(ServerMessage.Types.StateNotiToFriend noti)
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{
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var player_manager = GameServerApp.getServerLogic().getPlayerManager();
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ArgumentNullException.ThrowIfNull(player_manager);
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if (false == player_manager.tryGetUserByPrimaryKey(noti.BaseInfo.ReceiverGuid, out var player))
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{
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Log.getLogger().error($"send_GS2CS_NTF_FRIEND_STATE {noti.BaseInfo.ReceiverGuid} user not exist this Server");
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return false;
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}
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ClientToGame clientToGame = new();
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clientToGame.Message = new();
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clientToGame.Message.FriendStateNoti = new();
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clientToGame.Message.FriendStateNoti.BaseInfo = new();
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clientToGame.Message.FriendStateNoti.BaseInfo.SenderId = noti.BaseInfo.SenderId;
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clientToGame.Message.FriendStateNoti.BaseInfo.SenderGuid = noti.BaseInfo.SenderGuid;
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clientToGame.Message.FriendStateNoti.BaseInfo.SenderNickName = noti.BaseInfo.SenderNickName;
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clientToGame.Message.FriendStateNoti.BaseInfo.SenderState = noti.BaseInfo.SenderState;
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clientToGame.Message.FriendStateNoti.BaseInfo.SenderMapId = noti.BaseInfo.SenderMapId;
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clientToGame.Message.FriendStateNoti.LocationInfo = noti.LocationInfo;
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if (false == GameServerApp.getServerLogic().onSendPacket(player, clientToGame))
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{
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Log.getLogger().error("Failed to send_GS2C_NTF_FRIEND_STATE !!!");
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}
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return true;
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}
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}
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