public void SendToAll(Packets id, object[] data)
 {
     SendToAll(id, ByteWriter.GetBytes(data));
 }
        private void SendWorldData()
        {
            int factionId = MultiplayerServer.instance.coopFactionId;

            MultiplayerServer.instance.playerFactions[connection.username] = factionId;

            /*if (!MultiplayerServer.instance.playerFactions.TryGetValue(connection.Username, out int factionId))
             * {
             *  factionId = MultiplayerServer.instance.nextUniqueId++;
             *  MultiplayerServer.instance.playerFactions[connection.Username] = factionId;
             *
             *  byte[] extra = ByteWriter.GetBytes(factionId);
             *  MultiplayerServer.instance.SendCommand(CommandType.SETUP_FACTION, ScheduledCommand.NoFaction, ScheduledCommand.Global, extra);
             * }*/

            if (Server.PlayingPlayers.Count(p => p.FactionId == factionId) == 1)
            {
                byte[] extra = ByteWriter.GetBytes(factionId);
                MultiplayerServer.instance.SendCommand(CommandType.FactionOnline, ScheduledCommand.NoFaction, ScheduledCommand.Global, extra);
            }

            ByteWriter writer = new ByteWriter();

            writer.WriteInt32(factionId);
            writer.WriteInt32(MultiplayerServer.instance.gameTimer);
            writer.WritePrefixedBytes(MultiplayerServer.instance.savedGame);

            writer.WriteInt32(MultiplayerServer.instance.mapCmds.Count);

            foreach (var kv in MultiplayerServer.instance.mapCmds)
            {
                int mapId = kv.Key;

                //MultiplayerServer.instance.SendCommand(CommandType.CreateMapFactionData, ScheduledCommand.NoFaction, mapId, ByteWriter.GetBytes(factionId));

                List <byte[]> mapCmds = kv.Value;

                writer.WriteInt32(mapId);

                writer.WriteInt32(mapCmds.Count);
                foreach (var arr in mapCmds)
                {
                    writer.WritePrefixedBytes(arr);
                }
            }

            writer.WriteInt32(MultiplayerServer.instance.mapData.Count);

            foreach (var kv in MultiplayerServer.instance.mapData)
            {
                int    mapId   = kv.Key;
                byte[] mapData = kv.Value;

                writer.WriteInt32(mapId);
                writer.WritePrefixedBytes(mapData);
            }

            connection.State = ConnectionStateEnum.ServerPlaying;

            byte[] packetData = writer.ToArray();
            connection.SendFragmented(Packets.Server_WorldData, packetData);

            Player.SendPlayerList();

            MpLog.Log("World response sent: " + packetData.Length);
        }