using Google.Protobuf; using Google.Protobuf.WellKnownTypes; using ServerCore; using ServerBase; using ServerCommon; using static ClientToGameReq.Types; using static ClientToGameRes.Types; namespace GameServer.PacketHandler; [PacketHandler(typeof(ClientToGameReq), typeof(ClientToGameReq.Types.C2GS_REQ_ESCAPE_POSITION), typeof(EscapePositionPacketHandler), typeof(GameLoginListener))] public class EscapePositionPacketHandler : PacketRecvHandler { public override async Task onProcessPacket(ISession entityWithSession, IMessage recvMessage) { var player = entityWithSession as Player; NullReferenceCheckHelper.throwIfNull(player, () => $"player is null !!!"); var recv_msg = recvMessage as ClientToGame; NullReferenceCheckHelper.throwIfNull(recv_msg, () => $"recv_msg is null !!! - {player.toBasicString()}"); var request = recv_msg.Request.ReqEscapePosition; var result = new Result(); var err_msg = string.Empty; var player_action = player.getEntityAction(); NullReferenceCheckHelper.throwIfNull(player_action, () => $"player_action is null !!! - {player.toBasicString()}"); var selected_character = player_action.getSelectedCharacter(); if (null == selected_character) { err_msg = $"Not selected Character !!! - {player.toBasicString()}"; result.setFail(ServerErrorCode.CharacterNotSelected, err_msg); Log.getLogger().error(result.toBasicString()); send_S2C_ACK_ESCAPE_POSITION(player, result, null, 0); return result; } var character_action = selected_character.getEntityAction(); NullReferenceCheckHelper.throwIfNull(character_action, () => $"character_action is null !!! - {selected_character.toBasicString()}"); if (character_action.isFarming()) { err_msg = $"Character is Farming !!! - {selected_character.toBasicString()}, {player.toBasicString()}"; result.setFail(ServerErrorCode.FarimgState, err_msg); Log.getLogger().error(result.toBasicString()); send_S2C_ACK_ESCAPE_POSITION(player, result, null, 0); return result; } var escape_action = player.getEntityAction(); if (escape_action == null) { err_msg = $"Failed to get escape action : {nameof(EscapeAction)}"; result.setFail(ServerErrorCode.EntityActionNotFound, err_msg); Log.getLogger().error(err_msg); send_S2C_ACK_ESCAPE_POSITION(player, result, null, 0); return result; } //해당 패킷은 ProcessEscapePosition 함수 내에서 Res를 리턴해준다. result = await escape_action.ProcessEscapePosition(); if (result.isFail()) { err_msg = $"Failed to AddCartProcess() !!! : {result.toBasicString()} - {player.toBasicString()}"; Log.getLogger().error(err_msg); return result; } return result; } public static bool send_S2C_ACK_ESCAPE_POSITION(Player player, Result result, Pos? pos, long remainTime) { var ack_packet = new ClientToGame(); ack_packet.Response = new ClientToGameRes(); ack_packet.Response.ErrorCode = result.ErrorCode; ack_packet.Response.AckEscapePosition = new GS2C_ACK_ESCAPE_POSITION(); ack_packet.Response.AckEscapePosition.RemainTime = remainTime; if (pos != null) { ack_packet.Response.AckEscapePosition.MovePosition = pos; } if (false == GameServerApp.getServerLogic().onSendPacket(player, ack_packet)) { return false; } return true; } }