using ProtoBuf;
using Thousandto.Plugins.Common;

namespace Thousandto.Code.Logic.Network
{
    /// <summary>
    /// 定义消息的回调方法,便于实现
    /// </summary>
    public partial interface  IHandleMsgResult
    {
        void GS2U_ResPlayerCommunityInfoSetting(MSG_Community.ResPlayerCommunityInfoSetting result);
        void GS2U_ResPlayerCommunityInfo(MSG_Community.ResPlayerCommunityInfo result);
        void GS2U_G2SReqPlayerCommunityInfoSetting(MSG_Community.G2SReqPlayerCommunityInfoSetting result);
        void GS2U_G2SReqPlayerCommunityInfo(MSG_Community.G2SReqPlayerCommunityInfo result);
        void GS2U_G2SReqCommunityLeaveMessage(MSG_Community.G2SReqCommunityLeaveMessage result);
        void GS2U_ResCommunityLeaveMessage(MSG_Community.ResCommunityLeaveMessage result);
        void GS2U_G2SReqAddCommunityLeaveMessage(MSG_Community.G2SReqAddCommunityLeaveMessage result);
        void GS2U_G2SReqDeleteCommunityLeaveMessage(MSG_Community.G2SReqDeleteCommunityLeaveMessage result);
        void GS2U_G2SReqFriendCircle(MSG_Community.G2SReqFriendCircle result);
        void GS2U_ResFriendCircleList(MSG_Community.ResFriendCircleList result);
        void GS2U_G2SReqSendFriendCircle(MSG_Community.G2SReqSendFriendCircle result);
        void GS2U_G2SReqDeleteFriendCircle(MSG_Community.G2SReqDeleteFriendCircle result);
        void GS2U_G2SReqCommentFriendCircle(MSG_Community.G2SReqCommentFriendCircle result);

    }
}