using Google.Protobuf; using Google.Protobuf.WellKnownTypes; using ServerCore; using ServerBase; using ServerCommon; using ServerCommon.BusinessLogDomain; using MetaAssets; namespace GameServer.PacketHandler; [PacketHandler(typeof(ClientToGameReq), typeof(ClientToGameReq.Types.C2GS_REQ_UGQ_FROM_NPC), typeof(UgqFromNpcPacketHandler), typeof(GameLoginListener))] public class UgqFromNpcPacketHandler : PacketRecvHandler { public override async Task onProcessPacket(ISession session, IMessage recvMessage) { var player = session as Player; ArgumentNullReferenceCheckHelper.throwIfNull(player, () => $"player is null !!!"); var req_msg = recvMessage as ClientToGame; ArgumentNullReferenceCheckHelper.throwIfNull(req_msg, () => $"req_msg is null !!! - {player.toBasicString()}"); var request = req_msg.Request.ReqUgqFromNpc; ArgumentNullReferenceCheckHelper.throwIfNull(request, () => $"request is null !!! - {player.toBasicString()}"); var beacon_guid = request.NpcGuid; var ugq_action = player.getEntityAction(); NullReferenceCheckHelper.throwIfNull(ugq_action, () => $"ugq_action is null !!! - {player.toBasicString()}"); //ms5 스펙아웃 (var result, _) = ugq_action.getUgqFromNpc(beacon_guid); result = send_GS2C_ACK_UGQ_FROM_NPC(player, result); return await Task.FromResult(result); } public static Result send_GS2C_ACK_UGQ_FROM_NPC(Player player, Result result) { ClientToGame ack_packet = new(); ack_packet.Response = new(); ack_packet.Response.ErrorCode = result.ErrorCode; ack_packet.Response.AckUgqFromNpc = new(); var server_logic = GameServerApp.getServerLogic(); if (false == server_logic.onSendPacket(player, ack_packet)) { var err_msg = $"send_GS2C_ACK_UGQ_FROM_BEACON Fail !!! : owner:{player.toBasicString()}"; result.setFail(ServerErrorCode.ProudNetException, err_msg); Log.getLogger().error(result.toBasicString()); return result; } return result; } }