大修改
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81
Hotfix/Social/System/ChatChannelCenterComponentSystem.cs
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81
Hotfix/Social/System/ChatChannelCenterComponentSystem.cs
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using Fantasy.Async;
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using Fantasy.Entitas;
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using Fantasy.Entitas.Interface;
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using Fantasy.Helper;
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namespace NB.Chat;
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public class ChatChannelCenterComponentAwakeSystem : AwakeSystem<ChatChannelCenterComponent>
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{
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protected override void Awake(ChatChannelCenterComponent self)
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{
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}
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}
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public class ChatChannelCenterComponentDestroySystem : DestroySystem<ChatChannelCenterComponent>
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{
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protected override void Destroy(ChatChannelCenterComponent self)
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{
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self.Channels.Clear();
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}
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}
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public static class ChatChannelCenterComponentSystem
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{
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/// <summary>
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/// 获取一个频道
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/// </summary>
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/// <param name="self"></param>
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/// <param name="channelId"></param>
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/// <returns></returns>
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public static async FTask<ChatChannel?> Get(this ChatChannelCenterComponent self, long channelId)
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{
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if (self.Channels.TryGetValue(channelId, out var channel))
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{
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return channel;
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}
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//查数据库
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channel = await self.Scene.World.DataBase.Query<ChatChannel>(channelId, true);
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if (channel != null)
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{
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self.Channels.Add(channel.Id, channel);
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}
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return channel;
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}
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/// <summary>
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/// 申请创建一个频道
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/// </summary>
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/// <param name="self"></param>
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/// <param name="unit"></param>
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/// <returns></returns>
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public static async FTask<ChatChannel> Create(this ChatChannelCenterComponent self, SocialUnit unit)
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{
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var channel = Entity.Create<ChatChannel>(self.Scene, true, true);
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channel.Creator = unit.Role.RoleId;
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channel.CreateTime = TimeHelper.Now;
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self.Channels.Add(channel.Id, channel);
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//保存到数据库
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await self.Scene.World.DataBase.Save(channel);
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return channel;
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}
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/// <summary>
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/// 解散
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/// </summary>
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/// <param name="self"></param>
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/// <param name="channelId"></param>
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public static void Disband(this ChatChannelCenterComponent self, long channelId)
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{
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if (self.Channels.Remove(channelId, out var channel))
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{
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return;
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}
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channel?.Dispose();
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}
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}
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