namespace Application.Domain; public class MessageHandle { public async Task HandleMsg(unit_user_message_event events, int state) { if (events.code == nameof(MessageEnum.EventCode.Friend)) { var relationService = App.GetRequiredService(); var isFriend = await relationService.CheckIsFriend(events.userId, events.pars); if (isFriend) { return new MessageHandleResult() { success = true, msg = "你们已经是好友啦!" }; } if (state == 1) { var friendCount = await relationService.GetUserFriendCount(events.pars); if (friendCount >= GameConfig.GameUserFriendMaxCount) { return new MessageHandleResult() { success = false, msg = "Ta的好友人数已达上限!" }; } if (await relationService.AddFriend(events.pars,events.userId )) { var chatService = App.GetService(); var userService = App.GetService(); var myInfo = await userService.GetUserInfoByUserId(events.userId); string sign = $"{UbbTool.HomeUbb(myInfo.userNo, myInfo.nick)}已通过了您的好友申请!"; await chatService.SendChat(events.pars, (int)myInfo.areaId, nameof(GameChatEnum.Code.System), sign); return new MessageHandleResult() { success = true, msg = "已通过该好友申请!" }; } else { return new MessageHandleResult() { success = false, msg = "好友添加失败,请稍后尝试!" }; } } else { var chatService = App.GetService(); var userService = App.GetService(); var myInfo = await userService.GetUserInfoByUserId(events.userId); string sign = $"{UbbTool.HomeUbb(myInfo.userNo, myInfo.nick)}拒绝了您的好友申请!"; await chatService.SendChat(events.pars, (int)myInfo.areaId, nameof(GameChatEnum.Code.System), sign); return new MessageHandleResult() { success = true, msg = "已拒绝该好友申请!" }; } } else if (events.code == nameof(MessageEnum.EventCode.Trade)) { return new MessageHandleResult() { success = true, msg = "消息通知已处理!" }; } else if (events.code == nameof(MessageEnum.EventCode.Notice)) { return new MessageHandleResult() { success = true, msg = "消息通知已处理!" }; } return new MessageHandleResult() { success = false, msg = "暂不支持该操作处理!" }; } } public class MessageHandleResult { public bool success { get; set; } public string msg { get; set; } }