using EggLink.DanhengServer.GameServer.Server.Packet.Send.Multiplayer; using EggLink.DanhengServer.Kcp; using EggLink.DanhengServer.Proto; namespace EggLink.DanhengServer.GameServer.Server.Packet.Recv.Multiplayer; [Opcode(CmdIds.MultiplayerGetFightGateCsReq)] public class HandlerMultiplayerGetFightGateCsReq : Handler { public override async Task OnHandle(Connection connection, byte[] header, byte[] data) { var room = ServerUtils.MultiPlayerGameServerManager.GetPlayerJoinedRoom(connection.Player!.Uid); if (room == null) { await connection.SendPacket(new PacketMultiplayerGetFightGateScRsp(Retcode.RetFightRoomNotExist)); return; } await connection.SendPacket(new PacketMultiplayerGetFightGateScRsp(room)); } }