public async UniTaskVoid HandleRequestSendFriendRequest(RequestHandlerData requestHandler, RequestSendFriendRequestMessage request, RequestProceedResultDelegate <ResponseSendFriendRequestMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            result.Invoke(AckResponseCode.Unimplemented, new ResponseSendFriendRequestMessage());
            await UniTask.Yield();
#endif
        }
        public async UniTaskVoid HandleRequestSendFriendRequest(RequestHandlerData requestHandler, RequestSendFriendRequestMessage request, RequestProceedResultDelegate <ResponseSendFriendRequestMessage> result)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            IPlayerCharacterData playerCharacter;
            if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter))
            {
                result.InvokeError(new ResponseSendFriendRequestMessage()
                {
                    message = UITextKeys.UI_ERROR_NOT_LOGGED_IN,
                });
                return;
            }
            AsyncResponseData <EmptyMessage> resp = await DbServiceClient.CreateFriendAsync(new CreateFriendReq()
            {
                Character1Id = playerCharacter.Id,
                Character2Id = request.requesteeId,
                State        = 1,
            });

            if (!resp.IsSuccess)
            {
                result.InvokeError(new ResponseSendFriendRequestMessage()
                {
                    message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR,
                });
                return;
            }
            result.InvokeSuccess(new ResponseSendFriendRequestMessage()
            {
                message = UITextKeys.UI_FRIEND_REQUESTED,
            });
#endif
        }