/// <summary>
        /// Function for determining if view mode has been toggled and, if so, activating or deactivating Character View mode.
        /// This function is called periodically by TaleSpire.
        /// </summary>
        void Update()
        {
            // Ensure that there is a camera controller instance
            if (CameraController.HasInstance)
            {
                // Ensure that there is a board session manager instance
                if (BoardSessionManager.HasInstance)
                {
                    // Ensure that there is a board
                    if (BoardSessionManager.HasBoardAndIsInNominalState)
                    {
                        // Ensure that the board is not loading
                        if (!BoardSessionManager.IsLoading)
                        {
                            // Check for user input to determine if the Sync Mod Server status should be toggled
                            server.StartOn(StartServerKey.Value.MainKey, ClientRequests);

                            // Check to see if the Sync Mod Server has sent a notification and connect to the Sync Mod Server if one is sent
                            if (!server.isRunning())
                            {
                                client.CheckForServerNotification(ServerRequests);
                            }

                            // Broadcasting all server messages
                            if (server.isRunning())
                            {
                                while (_serverMessages.TryDequeue(out var message))
                                {
                                    Debug.Log("Sending Server Message!");
                                    var serialized = JsonConvert.SerializeObject(message);
                                    server.Broadcast(serialized);
                                }
                            }

                            // Sending all messages from client to server
                            if (client.isConnected())
                            {
                                while (_clientMessages.TryDequeue(out var message))
                                {
                                    UnityEngine.Debug.Log("Sending Client Message!");
                                    var serialized = JsonConvert.SerializeObject(message);
                                    client.Send(serialized);
                                }
                            }
                        }
                    }
                }
            }
        }