public override void Handle(SpawnPlayerMessage message)
 {
     if (_client.LocalPlayerId == -1)
     {
         // Client snaps to server's tick + some offset which will be adjusted later by clock sync.
         _loop.TickIndex       = message.TickIndex + 5;
         _client.LocalPlayerId = message.playerId;
         _client.IsConnected   = true;
         _client.SetServerEndpoint(message.Sender);
         _playerRegistry.RegisterPlayer(_spawner.SpawnControlledPlayer(message.team), message.playerId);
         _events.LocalPlayerSpawned?.Invoke();
     }
 }