static void OnAll_Identities_Players_Factions_Request(ref All_Identities_Players_Factions_RequestMsg msg, MyNetworkClient sender)
        {
            Debug.Assert(Sync.IsServer);

            var response = new All_Identities_Players_Factions_SuccessMsg();
            response.Identities = Sync.Players.SaveIdentities();
            response.Players = Sync.Players.SavePlayers();
            response.Factions = MySession.Static.Factions.SaveFactions();

            Sync.Layer.SendMessage(ref response, sender.SteamUserId, messageType: MyTransportMessageEnum.Success);
        }
        static void OnAll_Identities_Players_Factions_Success(ref All_Identities_Players_Factions_SuccessMsg msg, MyNetworkClient sender)
        {
            Debug.Assert(!Sync.IsServer);
           // Multiplayer client must setup clients
            if ((MyMultiplayer.Static is MyMultiplayerClient) && msg.Players != null)
            {
                foreach (var player in msg.Players)
                {
                    if (!Sync.Clients.HasClient(player.SteamId))
                        Sync.Clients.AddClient(player.SteamId);
                }
            }
            Sync.Players.m_allIdentities.Clear();
            Sync.Players.m_npcIdentities.Clear();
            Sync.Players.LoadIdentities(msg.Identities);

            Sync.Players.m_players.Clear();
            Sync.Players.m_controlledEntities.Clear();
            Sync.Players.m_playerIdentityIds.Clear();
            Sync.Players.LoadPlayers(msg.Players);

            MySession.Static.Factions.LoadFactions(msg.Factions, true);
        }
        static void OnAll_Identities_Players_Factions_Success(ref All_Identities_Players_Factions_SuccessMsg msg, MyNetworkClient sender)
        {
            Sync.Players.m_allIdentities.Clear();
            Sync.Players.m_npcIdentities.Clear();
            Sync.Players.LoadIdentities(msg.Identities);

            Sync.Players.m_players.Clear();
            Sync.Players.m_controlledEntities.Clear();
            Sync.Players.m_playerIdentityIds.Clear();
            Sync.Players.LoadPlayers(msg.Players);

            MySession.Static.Factions.LoadFactions(msg.Factions, true);
        }