48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
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.PacketHandler;
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[PacketHandler("", typeof(ServerMessage.Types.LoginNotiToFriend), typeof(NtfLoginToFriendMQPacketHandler), typeof(RabbitMQ4Game))]
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public class NtfLoginToFriendMQPacketHandler : PacketRecvHandler
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{
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public override async Task<Result> onProcessPacket(ISession session, IMessage recvMessage)
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{
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var msg = recvMessage as ServerMessage;
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ArgumentNullException.ThrowIfNull(msg);
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var handler = new NotifyFriendLoginHandler();
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var player_manager = GameServerApp.getServerLogic().getPlayerManager();
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ArgumentNullException.ThrowIfNull(player_manager);
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var result = new Result();
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if (false == player_manager.tryGetUserByPrimaryKey(msg.LoginNotiToFriend.BaseInfo.ReceiverGuid, out var player))
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{
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var err_msg = $"{msg.LoginNotiToFriend.BaseInfo.SenderGuid} user not exist this Server";
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result.setFail(ServerErrorCode.UserNotLogin, err_msg);
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Log.getLogger().warn(result.toBasicString());
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return result;
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}
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handler.send_GS2C_NTF_LOGIN_TO_FRIEND(player, msg.LoginNotiToFriend);
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//상대방에게 내 상태 정보 알려주기
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await player.send_GS2CS_NTF_STATE_TO_FRIEND(msg.LoginNotiToFriend.BaseInfo.SenderGuid);
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return result;
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}
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}
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