using GameServer.Handlers.Attributes; using GameServer.Models; using GameServer.Network; using Protocol; namespace GameServer.Handlers; internal class FormationMessageHandler : MessageHandlerBase { private readonly ModelManager _modelManager; public FormationMessageHandler(KcpSession session, ModelManager modelManager) : base(session) { _modelManager = modelManager; } [MessageHandler(MessageId.GetFormationDataRequest)] public async Task OnGetFormationDataRequest(ReadOnlyMemory _) { await Session.Rpc.ReturnAsync(MessageId.GetFormationDataResponse, new GetFormationDataResponse { Formations = { new FightFormation { CurRole = _modelManager.Player.CharacterId, FormationId = 1, IsCurrent = true, RoleIds = { _modelManager.Player.CharacterId }, } }, }); } }