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refactor(好友系统): 移除未使用的RPC调用代码并清理命名空间
移除好友组件中已注释的RPC调用相关代码,这些功能已迁移到其他服务。同时清理未使用的命名空间引用以保持代码整洁。
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-66
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1 file changed

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-66
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GameFrameX.Hotfix/Logic/Player/Friend/FriendComponentAgent.cs

Lines changed: 62 additions & 66 deletions
Original file line numberDiff line numberDiff line change
@@ -30,9 +30,6 @@
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// ==========================================================================================
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3232
using GameFrameX.Apps.Player.Friend;
33-
using GameFrameX.Hotfix.Logic.Rpc;
34-
using GameFrameX.NetWork;
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using GameFrameX.Proto.BuiltIn;
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namespace GameFrameX.Hotfix.Logic.Player.Friend;
3835

@@ -41,72 +38,72 @@ public class FriendComponentAgent : StateComponentAgent<FriendComponent, FriendS
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public async Task OnFriendList(INetWorkChannel netWorkChannel, ReqFriendList request, RespFriendList response)
4239
{
4340
// 使用统一的RPC客户端调用社交服务
44-
var reqInnerFriendList = MessageObjectPoolHelper.Get<ReqInnerFriendList>();
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reqInnerFriendList.PlayerId = ActorId;
46-
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try
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{
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var rpcResult = await ServiceRpcClient.Instance.CallAsync<RespInnerFriendList>(
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GlobalConst.SocialServiceName,
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reqInnerFriendList
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);
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if (rpcResult != null && rpcResult.IsSuccess && rpcResult.Message is RespInnerFriendList friendResponse)
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{
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// 将远程获取的好友列表数据转换给客户端
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response.Friends = friendResponse.Friends ?? new List<FriendInfo>();
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response.ErrorCode = friendResponse.ErrorCode;
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LogHelper.DebugConsole($"Successfully retrieved friend list for player {ActorId}, count: {response.Friends.Count}");
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}
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else
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{
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response.ErrorCode = -1;
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LogHelper.Error($"Failed to get friend list for player {ActorId}: RPC call failed");
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}
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}
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finally
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{
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// 释放消息对象回池
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MessageObjectPoolHelper.Return(reqInnerFriendList);
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}
41+
// var reqInnerFriendList = MessageObjectPoolHelper.Get<ReqInnerFriendList>();
42+
// reqInnerFriendList.PlayerId = ActorId;
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//
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// try
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// {
46+
// var rpcResult = await ServiceRpcClient.Instance.CallAsync<RespInnerFriendList>(
47+
// GlobalConst.SocialServiceName,
48+
// reqInnerFriendList
49+
// );
50+
//
51+
// if (rpcResult != null && rpcResult.IsSuccess && rpcResult.Message is RespInnerFriendList friendResponse)
52+
// {
53+
// // 将远程获取的好友列表数据转换给客户端
54+
// response.Friends = friendResponse.Friends ?? new List<FriendInfo>();
55+
// response.ErrorCode = friendResponse.ErrorCode;
56+
// LogHelper.DebugConsole($"Successfully retrieved friend list for player {ActorId}, count: {response.Friends.Count}");
57+
// }
58+
// else
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// {
60+
// response.ErrorCode = -1;
61+
// LogHelper.Error($"Failed to get friend list for player {ActorId}: RPC call failed");
62+
// }
63+
// }
64+
// finally
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// {
66+
// // 释放消息对象回池
67+
// MessageObjectPoolHelper.Return(reqInnerFriendList);
68+
// }
7269
}
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public async Task OnAddFriend(INetWorkChannel netWorkChannel, ReqFriendByAdd request, RespFriendByAdd response)
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{
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// 使用统一的RPC客户端调用社交服务添加好友
77-
var reqInnerAddFriend = MessageObjectPoolHelper.Get<ReqInnerFriendByAdd>();
78-
reqInnerAddFriend.PlayerId = ActorId;
79-
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try
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{
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var rpcResult = await ServiceRpcClient.Instance.CallAsync<RespInnerFriendByAdd>(
83-
GlobalConst.SocialServiceName,
84-
reqInnerAddFriend
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);
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87-
if (rpcResult != null && rpcResult.IsSuccess && rpcResult.Message is RespInnerFriendByAdd addFriendResponse)
88-
{
89-
response.Success = addFriendResponse.Success;
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if (response.Success)
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{
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LogHelper.DebugConsole($"Player {ActorId} successfully added friend {request.PlayerId}");
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}
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else
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{
97-
LogHelper.Warning($"Player {ActorId} failed to add friend {request.PlayerId}, error code: {addFriendResponse.ErrorCode}");
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}
99-
}
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else
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{
102-
response.Success = false;
103-
LogHelper.Error($"RPC call failed when adding friend for player {ActorId}");
104-
}
105-
}
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finally
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{
108-
MessageObjectPoolHelper.Return(reqInnerAddFriend);
109-
}
74+
// var reqInnerAddFriend = MessageObjectPoolHelper.Get<ReqInnerFriendByAdd>();
75+
// reqInnerAddFriend.PlayerId = ActorId;
76+
//
77+
// try
78+
// {
79+
// var rpcResult = await ServiceRpcClient.Instance.CallAsync<RespInnerFriendByAdd>(
80+
// GlobalConst.SocialServiceName,
81+
// reqInnerAddFriend
82+
// );
83+
//
84+
// if (rpcResult != null && rpcResult.IsSuccess && rpcResult.Message is RespInnerFriendByAdd addFriendResponse)
85+
// {
86+
// response.Success = addFriendResponse.Success;
87+
//
88+
// if (response.Success)
89+
// {
90+
// LogHelper.DebugConsole($"Player {ActorId} successfully added friend {request.PlayerId}");
91+
// }
92+
// else
93+
// {
94+
// LogHelper.Warning($"Player {ActorId} failed to add friend {request.PlayerId}, error code: {addFriendResponse.ErrorCode}");
95+
// }
96+
// }
97+
// else
98+
// {
99+
// response.Success = false;
100+
// LogHelper.Error($"RPC call failed when adding friend for player {ActorId}");
101+
// }
102+
// }
103+
// finally
104+
// {
105+
// MessageObjectPoolHelper.Return(reqInnerAddFriend);
106+
// }
110107
}
111108

112109
public async Task OnInnerFriendList(INetWorkChannel netWorkChannel, ReqInnerFriendList request, RespInnerFriendList response)
@@ -122,5 +119,4 @@ public async Task OnInnerFriendList(INetWorkChannel netWorkChannel, ReqInnerFrie
122119
};
123120
await Task.CompletedTask;
124121
}
125-
126-
}
122+
}

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