public async UniTaskVoid HandleRequestWithdrawUserGold(RequestHandlerData requestHandler, RequestWithdrawUserGoldMessage request, RequestProceedResultDelegate <ResponseWithdrawUserGoldMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            IPlayerCharacterData playerCharacter;
            if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter))
            {
                result.InvokeError(new ResponseWithdrawUserGoldMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_LOGGED_IN,
                });
                return;
            }
            // Get gold
            AsyncResponseData <GoldResp> goldResp = await DbServiceClient.GetGoldAsync(new GetGoldReq()
            {
                UserId = playerCharacter.UserId
            });

            if (!goldResp.IsSuccess)
            {
                result.InvokeError(new ResponseWithdrawUserGoldMessage()
                {
                    message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                });
                return;
            }
            if (goldResp.Response.Gold - request.gold < 0)
            {
                result.InvokeError(new ResponseWithdrawUserGoldMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_ENOUGH_GOLD_TO_WITHDRAW,
                });
                return;
            }
            // Update gold
            AsyncResponseData <GoldResp> changeGoldResp = await DbServiceClient.ChangeGoldAsync(new ChangeGoldReq()
            {
                UserId       = playerCharacter.UserId,
                ChangeAmount = -request.gold
            });

            if (!changeGoldResp.IsSuccess)
            {
                result.InvokeError(new ResponseWithdrawUserGoldMessage()
                {
                    message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                });
                return;
            }
            playerCharacter.UserGold = changeGoldResp.Response.Gold;
            playerCharacter.Gold     = playerCharacter.Gold.Increase(request.gold);
            result.InvokeSuccess(new ResponseWithdrawUserGoldMessage());
#endif
        }
        private async UniTaskVoid SetPlayerReadyRoutine(long connectionId, string userId, string selectCharacterId)
        {
            CharacterResp characterResp = await DbServiceClient.ReadCharacterAsync(new ReadCharacterReq()
            {
                UserId      = userId,
                CharacterId = selectCharacterId
            });

            PlayerCharacterData playerCharacterData = characterResp.CharacterData;

            // If data is empty / cannot find character, disconnect user
            if (playerCharacterData == null)
            {
                if (LogError)
                {
                    Logging.LogError(LogTag, "Cannot find select character: " + selectCharacterId + " for user: "******"Cannot find player character with entity Id: " + playerCharacterData.EntityId);
                    }
                    Transport.ServerDisconnect(connectionId);
                }
                else
                {
                    // Prepare saving location for this character
                    string  savingCurrentMapName  = playerCharacterData.CurrentMapName;
                    Vector3 savingCurrentPosition = playerCharacterData.CurrentPosition;

                    if (IsInstanceMap())
                    {
                        playerCharacterData.CurrentPosition = MapInstanceWarpToPosition;
                        if (MapInstanceWarpOverrideRotation)
                        {
                            playerCharacterData.CurrentRotation = MapInstanceWarpToRotation;
                        }
                    }

                    // Spawn character entity and set its data
                    Quaternion characterRotation = Quaternion.identity;
                    if (CurrentGameInstance.DimensionType == DimensionType.Dimension3D)
                    {
                        characterRotation = Quaternion.Euler(playerCharacterData.CurrentRotation);
                    }
                    GameObject spawnObj = Instantiate(entityPrefab.gameObject, playerCharacterData.CurrentPosition, characterRotation);
                    BasePlayerCharacterEntity playerCharacterEntity = spawnObj.GetComponent <BasePlayerCharacterEntity>();
                    playerCharacterData.CloneTo(playerCharacterEntity);
                    Assets.NetworkSpawn(spawnObj, 0, connectionId);

                    // Set currencies
                    // Gold
                    GoldResp getGoldResp = await DbServiceClient.GetGoldAsync(new GetGoldReq()
                    {
                        UserId = userId
                    });

                    playerCharacterEntity.UserGold = getGoldResp.Gold;
                    // Cash
                    CashResp getCashResp = await DbServiceClient.GetCashAsync(new GetCashReq()
                    {
                        UserId = userId
                    });

                    playerCharacterEntity.UserCash = getCashResp.Cash;

                    // Prepare saving location for this character
                    if (IsInstanceMap())
                    {
                        instanceMapCurrentLocations.TryAdd(playerCharacterEntity.ObjectId, new KeyValuePair <string, Vector3>(savingCurrentMapName, savingCurrentPosition));
                    }

                    // Set user Id
                    playerCharacterEntity.UserId = userId;

                    // Load user level
                    GetUserLevelResp getUserLevelResp = await DbServiceClient.GetUserLevelAsync(new GetUserLevelReq()
                    {
                        UserId = userId
                    });

                    playerCharacterEntity.UserLevel = getUserLevelResp.UserLevel;

                    // Load party data, if this map-server does not have party data
                    if (playerCharacterEntity.PartyId > 0)
                    {
                        if (!ServerPartyHandlers.ContainsParty(playerCharacterEntity.PartyId))
                        {
                            await LoadPartyRoutine(playerCharacterEntity.PartyId);
                        }
                        PartyData party;
                        if (ServerPartyHandlers.TryGetParty(playerCharacterEntity.PartyId, out party))
                        {
                            ServerGameMessageHandlers.SendSetPartyData(playerCharacterEntity.ConnectionId, party);
                            ServerGameMessageHandlers.SendAddPartyMembersToOne(playerCharacterEntity.ConnectionId, party);
                        }
                        else
                        {
                            playerCharacterEntity.ClearParty();
                        }
                    }

                    // Load guild data, if this map-server does not have guild data
                    if (playerCharacterEntity.GuildId > 0)
                    {
                        if (!ServerGuildHandlers.ContainsGuild(playerCharacterEntity.GuildId))
                        {
                            await LoadGuildRoutine(playerCharacterEntity.GuildId);
                        }
                        GuildData guild;
                        if (ServerGuildHandlers.TryGetGuild(playerCharacterEntity.GuildId, out guild))
                        {
                            playerCharacterEntity.GuildName = guild.guildName;
                            playerCharacterEntity.GuildRole = guild.GetMemberRole(playerCharacterEntity.Id);
                            ServerGameMessageHandlers.SendSetGuildData(playerCharacterEntity.ConnectionId, guild);
                            ServerGameMessageHandlers.SendAddGuildMembersToOne(playerCharacterEntity.ConnectionId, guild);
                            ServerGameMessageHandlers.SendSetGuildMessage(playerCharacterEntity.ConnectionId, guild);
                            ServerGameMessageHandlers.SendSetGuildRolesToOne(playerCharacterEntity.ConnectionId, guild);
                            ServerGameMessageHandlers.SendSetGuildMemberRolesToOne(playerCharacterEntity.ConnectionId, guild);
                            ServerGameMessageHandlers.SendSetGuildSkillLevelsToOne(playerCharacterEntity.ConnectionId, guild);
                            ServerGameMessageHandlers.SendSetGuildGold(playerCharacterEntity.ConnectionId, guild);
                            ServerGameMessageHandlers.SendSetGuildLevelExpSkillPoint(playerCharacterEntity.ConnectionId, guild);
                        }
                        else
                        {
                            playerCharacterEntity.ClearGuild();
                        }
                    }

                    // Summon saved summons
                    for (int i = 0; i < playerCharacterEntity.Summons.Count; ++i)
                    {
                        CharacterSummon summon = playerCharacterEntity.Summons[i];
                        summon.Summon(playerCharacterEntity, summon.Level, summon.summonRemainsDuration, summon.Exp, summon.CurrentHp, summon.CurrentMp);
                        playerCharacterEntity.Summons[i] = summon;
                    }

                    // Summon saved mount entity
                    if (GameInstance.VehicleEntities.ContainsKey(playerCharacterData.MountDataId))
                    {
                        playerCharacterEntity.Mount(GameInstance.VehicleEntities[playerCharacterData.MountDataId]);
                    }

                    // Force make caches, to calculate current stats to fill empty slots items
                    playerCharacterEntity.ForceMakeCaches();
                    playerCharacterEntity.FillEmptySlots();

                    // Notify clients that this character is spawn or dead
                    if (!playerCharacterEntity.IsDead())
                    {
                        playerCharacterEntity.CallAllOnRespawn();
                    }
                    else
                    {
                        playerCharacterEntity.CallAllOnDead();
                    }

                    // Register player character entity to the server
                    RegisterPlayerCharacter(connectionId, playerCharacterEntity);
                }
            }
        }