public async UniTaskVoid HandleRequestChangePartyLeader(RequestHandlerData requestHandler, RequestChangePartyLeaderMessage request, RequestProceedResultDelegate <ResponseChangePartyLeaderMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            await UniTask.Yield();

            IPlayerCharacterData playerCharacter;
            if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter))
            {
                result.InvokeError(new ResponseChangePartyLeaderMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_LOGGED_IN,
                });
                return;
            }
            ValidatePartyRequestResult validateResult = GameInstance.ServerPartyHandlers.CanChangePartyLeader(playerCharacter, request.memberId);
            if (!validateResult.IsSuccess)
            {
                result.InvokeError(new ResponseChangePartyLeaderMessage()
                {
                    message = validateResult.GameMessage,
                });
                return;
            }
            // Save to database
            AsyncResponseData <PartyResp> updateResp = await DbServiceClient.UpdatePartyLeaderAsync(new UpdatePartyLeaderReq()
            {
                PartyId           = validateResult.PartyId,
                LeaderCharacterId = request.memberId,
            });

            if (!updateResp.IsSuccess)
            {
                result.InvokeError(new ResponseChangePartyLeaderMessage()
                {
                    message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                });
                return;
            }
            // Update cache
            validateResult.Party.SetLeader(request.memberId);
            GameInstance.ServerPartyHandlers.SetParty(validateResult.PartyId, validateResult.Party);
            // Broadcast via chat server
            if (ClusterClient.IsNetworkActive)
            {
                ClusterClient.SendChangePartyLeader(MMOMessageTypes.UpdateParty, validateResult.PartyId, request.memberId);
            }
            GameInstance.ServerGameMessageHandlers.SendSetPartyLeaderToMembers(validateResult.Party);
            result.InvokeSuccess(new ResponseChangePartyLeaderMessage());
#endif
        }