// Server only. This is called manually by the server.
    // OperationRPC
    public static void PlayerConnect(string name, short who)     // Information that should be sent to new players: team, kills, deaths
    {
        if (who != OperationNetwork.FromServerClient)
        {
            OperationNetwork.getClient(who).connected = true;              // This is so no data is sent before the following data:

            OperationNetwork.sendDataToSpecificClient(BitConverter.GetBytes(who), who);
        }

        GameObject pSObject = MonoBehaviour.Instantiate(playerSync);

        // Set ID, name, etc. (todo)
        pSObject.GetComponent <Player> ().playerOwner = who;
        pSObject.GetComponent <Player> ().playerName  = name;
        pSObject.GetComponent <Player> ().team        = 0; // Default (Could be based on an "autobalance" system.
        pSObject.GetComponent <Player> ().classNum    = 0; // Default (Could be random)
        OperationNetwork.OperationAddSyncState(pSObject);
    }