//玩家的排行榜数据修改
        public IEnumerator SSCharacterChangeDataList(Coroutine coroutine,
                                                     RankService _this,
                                                     SSCharacterChangeDataListInMessage msg)
        {
            var name     = msg.Request.Changes.Name;
            var ServerId = msg.Request.Changes.ServerId;

            foreach (var change in msg.Request.Changes.Changes)
            {
                switch (change.RankType)
                {
                case (int)RankType.FightValue:      //战斗力
                    ServerRankManager.ResetFightPoint(ServerId, name, msg.CharacterId, change.Value);
                    break;

                case (int)RankType.Level:      //等级
                    ServerRankManager.ResetLevel(ServerId, name, msg.CharacterId, change.Value);
                    break;

                case (int)RankType.Money:      //钱
                    ServerRankManager.ResetMoney(ServerId, name, msg.CharacterId, change.Value);
                    break;

                case (int)RankType.CityLevel:      //家园等级
                    ServerRankManager.ResetCityLevel(ServerId, name, msg.CharacterId, change.Value);
                    break;

                case (int)RankType.WingsFight:      //翅膀战力
                    ServerRankManager.ResetWingsFight(ServerId, name, msg.CharacterId, change.Value);
                    break;

                case (int)RankType.PetFight:      //精灵战力
                    ServerRankManager.ResetPetFight(ServerId, name, msg.CharacterId, change.Value);
                    break;

                case (int)RankType.RechargeTotal:                         //总充值
                    ServerRankManager.ResetTotalRecharge(ServerId, name, msg.CharacterId, change.Value);
                    break;

                case (int)RankType.DailyGift:
                case (int)RankType.WeeklyGift:
                case (int)RankType.TotalGift:
                    ServerRankManager.ResetGiftRank(change.RankType, ServerId, name, msg.CharacterId, change.Value);
                    break;

                case (int)RankType.Mount:      // 坐骑
                    ServerRankManager.ResetMountRank(ServerId, name, msg.CharacterId, change.Value);
                    break;
                }
            }
            yield break;
        }
        //修改数据
        public IEnumerator CharacterChangeData(Coroutine coroutine, RankService _this, CharacterChangeDataInMessage msg)
        {
            switch (msg.Request.RankType)
            {
            case (int)RankType.FightValue:      //战斗力
                ServerRankManager.ResetFightPoint(msg.Request.ServerId, msg.Request.Name, msg.Request.Guid,
                                                  msg.Request.Value);
                break;

            case (int)RankType.Money:      //钱
                ServerRankManager.ResetMoney(msg.Request.ServerId, msg.Request.Name, msg.Request.Guid,
                                             msg.Request.Value);
                break;

            case (int)RankType.CityLevel:      //家园等级
                ServerRankManager.ResetCityLevel(msg.Request.ServerId, msg.Request.Name, msg.Request.Guid,
                                                 msg.Request.Value);
                break;

            case (int)RankType.WingsFight:      //翅膀战力
                ServerRankManager.ResetWingsFight(msg.Request.ServerId, msg.Request.Name, msg.Request.Guid,
                                                  msg.Request.Value);
                break;

            case (int)RankType.PetFight:      //精灵战力
                ServerRankManager.ResetPetFight(msg.Request.ServerId, msg.Request.Name, msg.Request.Guid,
                                                msg.Request.Value);
                break;

            case (int)RankType.RechargeTotal:                     //精灵战力
                ServerRankManager.ResetTotalRecharge(msg.Request.ServerId, msg.Request.Name, msg.Request.Guid,
                                                     msg.Request.Value);
                break;

            case (int)RankType.DailyGift:
            case (int)RankType.WeeklyGift:
            case (int)RankType.TotalGift:
                ServerRankManager.ResetGiftRank(msg.Request.RankType, msg.Request.ServerId,
                                                msg.Request.Name, msg.Request.Guid, msg.Request.Value);
                break;

            case (int)RankType.Mount:       // 坐骑
                ServerRankManager.ResetMountRank(msg.Request.ServerId, msg.Request.Name, msg.Request.Guid, msg.Request.Value);
                break;
            }
            yield break;
        }