public async UniTaskVoid HandleRequestChangeGuildMessage2(RequestHandlerData requestHandler, RequestChangeGuildMessageMessage request, RequestProceedResultDelegate <ResponseChangeGuildMessageMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD await UniTask.Yield(); IPlayerCharacterData playerCharacter; if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter)) { result.InvokeError(new ResponseChangeGuildMessageMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } ValidateGuildRequestResult validateResult = GameInstance.ServerGuildHandlers.CanChangeGuildMessage2(playerCharacter, request.message); if (!validateResult.IsSuccess) { result.InvokeError(new ResponseChangeGuildMessageMessage() { message = validateResult.GameMessage, }); return; } // Save to database AsyncResponseData <GuildResp> updateResp = await DbServiceClient.UpdateGuildMessage2Async(new UpdateGuildMessageReq() { GuildId = validateResult.GuildId, GuildMessage = request.message }); if (!updateResp.IsSuccess) { result.InvokeError(new ResponseChangeGuildMessageMessage() { message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR, }); return; } // Update cache validateResult.Guild.guildMessage2 = request.message; GameInstance.ServerGuildHandlers.SetGuild(validateResult.GuildId, validateResult.Guild); // Broadcast via chat server if (ClusterClient.IsNetworkActive) { ClusterClient.SendSetGuildMessage2(MMOMessageTypes.UpdateGuild, validateResult.GuildId, request.message); } GameInstance.ServerGameMessageHandlers.SendSetGuildMessage2ToMembers(validateResult.Guild); result.InvokeSuccess(new ResponseChangeGuildMessageMessage()); #endif }