using EggLink.DanhengServer.Database.Player; using EggLink.DanhengServer.Kcp; using EggLink.DanhengServer.Proto; namespace EggLink.DanhengServer.GameServer.Server.Packet.Send.Friend; public class PacketSyncHandleFriendScNotify : BasePacket { public PacketSyncHandleFriendScNotify(uint uid, bool isAccept, PlayerData playerData) : base( CmdIds.SyncHandleFriendScNotify) { var status = Listener.GetActiveConnection((int)uid) == null ? FriendOnlineStatus.Offline : FriendOnlineStatus.Online; var proto = new SyncHandleFriendScNotify { Uid = uid, IsAccept = isAccept, FriendInfo = new FriendSimpleInfo { PlayerInfo = playerData.ToSimpleProto(status) } }; SetData(proto); } }