use bd2::prost::Message; use bd2::proto::proto_net::{ClientCustomLogRequest, ClientCustomLogResponse, Notify }; use common::packet_code::PacketCodeType; use crypto::network::GameResponse; use sqlx::SqlitePool; use tracing::info; pub async fn handle(_pool: &SqlitePool, _uid: i64, req: ClientCustomLogRequest) -> GameResponse { info!("Handling ClientCustomLogRequest: {:?}", req); // TODO: Fetch data from database // Example: // let data = get_something(pool, uid).await.unwrap_or_default(); // TODO: Transform to proto // Example: // let proto_data = data.into_iter() // .map(|item| mapper::to_proto(item, pool).await) // .collect(); let response = ClientCustomLogResponse { // TODO: Fill in response fields ..Default::default() }; let resp_bytes = response.encode_to_vec(); let notify = Notify { achievement_update_info: vec![], mission_update_info: vec![], event_mission_update_info: vec![], active_login_event: vec![1, 2, 625, 626, 627], active_contents_info: vec![], ll_type: Some("".to_string()), is_purchasing_disabled: Some(false), maintenance_start_date: Some(1688646600000), notice_last_seq: Some(8818), ..Default::default() }; let (route, code) = PacketCodeType::ClientCustomLog.info(); GameResponse::success(route, &resp_bytes, code).with_notify(¬ify) }