public async UniTaskVoid HandleRequestChangeGuildOptions(RequestHandlerData requestHandler, RequestChangeGuildOptionsMessage request, RequestProceedResultDelegate <ResponseChangeGuildOptionsMessage> result) { #if UNITY_STANDALONE && !CLIENT_BUILD await UniTask.Yield(); IPlayerCharacterData playerCharacter; if (!GameInstance.ServerUserHandlers.TryGetPlayerCharacter(requestHandler.ConnectionId, out playerCharacter)) { result.InvokeError(new ResponseChangeGuildOptionsMessage() { message = UITextKeys.UI_ERROR_NOT_LOGGED_IN, }); return; } ValidateGuildRequestResult validateResult = GameInstance.ServerGuildHandlers.CanChangeGuildOptions(playerCharacter); if (!validateResult.IsSuccess) { result.InvokeError(new ResponseChangeGuildOptionsMessage() { message = validateResult.GameMessage, }); return; } // Save to database AsyncResponseData <GuildResp> updateResp = await DbServiceClient.UpdateGuildOptionsAsync(new UpdateGuildOptionsReq() { GuildId = validateResult.GuildId, Options = request.options }); if (!updateResp.IsSuccess) { result.InvokeError(new ResponseChangeGuildOptionsMessage() { message = UITextKeys.UI_ERROR_INTERNAL_SERVER_ERROR, }); return; } // Update cache validateResult.Guild.options = request.options; GameInstance.ServerGuildHandlers.SetGuild(validateResult.GuildId, validateResult.Guild); // Broadcast via chat server if (ClusterClient.IsNetworkActive) { ClusterClient.SendSetGuildOptions(MMOMessageTypes.UpdateGuild, validateResult.GuildId, request.options); } GameInstance.ServerGameMessageHandlers.SendSetGuildOptionsToMembers(validateResult.Guild); result.InvokeSuccess(new ResponseChangeGuildOptionsMessage()); #endif }