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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Sog;
using ProtoCSStruct;
namespace Friend
{
#if false
public static class FriendDataOp
{
public static ref DBFriendOneStruct UpdateFriendInfoToInFriendList(ref DBFriendListStruct list, ref DBFriendSelf self)
{
for(int i =0;i<list.iCount;i++)
{
ref DBFriendOneStruct one = ref FriendOp.GetFriendOneByIndex(ref FriendOp.GetFriendInfoByUid(self.Uid), i);
if(one.oneFriend.Uid == self.Uid)
{
//update
FriendOp.UpdateSelfInfoTOFriendOne(ref self,ref one);
return ref one;
}
}
return ref FriendInfoCache.m_cacheStructFriendOne.GetByIndex(0);
}
public static bool IsFriendListFull(ref FriendCacheInfoStruct info)
{
return info.FriendList.iCount >= FriendConfig.GetFriendListCountMax();
}
public static bool CanAddNewToFriendList(long playerUid, long friendUid)
{
if(FriendOp.ISAlreadyBeenFriend(playerUid, friendUid) == 1)
{
return false;
}
ref FriendCacheInfoStruct info = ref FriendOp.GetFriendInfoByUid(playerUid);
if (info.IsNull())
{
//满了
if (IsFriendListFull(ref info))
{
TraceLog.Debug("FriendDataOp.CanAddNewToFriendList friend list full! uid {0}", playerUid);
return false;
}
}
return true;
}
/// <summary>
/// 陌生人列表是否已经满了
/// </summary>
/// <param name="info"></param>
/// <returns></returns>
public static bool IsStrangerListFull(ref FriendCacheInfoStruct info)
{
return info.FriendOpData.StrangerCount >= FriendConfig.GetFriendStrangerListCountMax();
}
}
#endif
}