public void ReceviceSelectCharacter(SyncSession session, PlayerSelectCharacter_s msg)
    {
        if (session.player == null)
        {
            Debug.LogError("玩家未登录");
        }

        bool isHave = false;

        //判断该角色是否在玩家的拥有角色列表
        for (int i = 0; i < session.player.OwnCharacter.Count; i++)
        {
            if (session.player.OwnCharacter[i] == msg.characterID)
            {
                isHave = true;
            }
        }

        //如果是,替换玩家角色
        if (isHave)
        {
            session.player.characterID = msg.characterID;
            PlayerSelectCharacter_c m = new PlayerSelectCharacter_c();
            m.code = ServiceErrorCode.c_Success;

            ProtocolAnalysisService.SendMsg(session, m);
        }
        else
        {
            PlayerSelectCharacter_c m = new PlayerSelectCharacter_c();
            m.code = ServiceErrorCode.c_DontOwnCharacter;

            ProtocolAnalysisService.SendMsg(session, m);
        }
    }
    static void SendPlayerSelectCharacter_c(SyncSession session, PlayerSelectCharacter_c msg)
    {
        Dictionary <string, object> data = new Dictionary <string, object>();

        data.Add("content", msg.content);
        session.SendMsg("playerselectcharacter", data);
    }
    public void ReceviceSelectCharacter(SyncSession session, PlayerSelectCharacter_s msg)
    {
        if (session.player == null)
        {
            Debug.LogError("玩家未登录");
        }

        //判断该角色是否在玩家的拥有角色列表

        //如果是,替换玩家角色

        session.player.characterID = msg.characterID;
        PlayerSelectCharacter_c m = new PlayerSelectCharacter_c();


        ProtocolAnalysisService.SendMsg(session, m);
    }