// Server
    public void OnPlayerInfoReceived(NetworkMessage _networkMessage)     // pass the client's player info
    {
        Debug.Log("Player " + _networkMessage.conn.connectionId.ToString() + "'s info received!");

        //Read msg with player info
        RegisterPlayerInfoMessage infoMsg = _networkMessage.ReadMessage <RegisterPlayerInfoMessage>();

        string lobbyMsg = "";

        // find the sending client's player in our info list by connection id
        for (int i = 0; i < this.maxConnections; i++)
        {
            if (this.playerInfoList[i].connectionId == _networkMessage.conn.connectionId)
            {
                // update the player info list for the sending client
                PlayerInfo temp = this.playerInfoList[i];
                temp.name              = infoMsg.name;
                temp.colour            = infoMsg.colour;
                this.playerInfoList[i] = temp;

                lobbyMsg = temp.name + " has joined";
            }
        }



        this.SendLobbyUpdates(lobbyMsg);
    }
    // Client
    public void SendClientPlayerInformation()
    {
        RegisterPlayerInfoMessage msg = new RegisterPlayerInfoMessage();

        msg.name   = this.clientPlayerInfo.name;
        msg.colour = this.clientPlayerInfo.colour;

        this.client.Send(CustomMsgType.PlayerInfo, msg);
    }