// Function that updates outside script with the connection status of the network
    public network_structs.network_info network_connection_update()
    {
        network_structs.network_info network_info = new network_structs.network_info();
        network_info.is_server         = is_server;
        network_info.is_connected      = is_connected;
        network_info.ip_address        = ip_address;
        network_info.player_number     = player_number;
        network_info.players_in_server = players_in_server;

        return(network_info);
    }
    void Update()
    {
        if (request == true)
        {
            //Debug.Log("here");
            network_structs.network_info network_update = new network_structs.network_info();
            network_update = network_connection_manager.GetComponent <network_connection_manager>().network_connection_update();

            // Client
            if (network_update.is_server == false)
            {
                if (network_update.is_connected == true && client_in_lobby == false)
                {
                    waiting_in_lobby(network_update.player_number);
                }
            }
            // Server
            if (network_update.is_server == true)
            {
                /*
                 * Debug.Log("-");
                 * Debug.Log(players.ToString());
                 * Debug.Log(network_update.players_in_server.ToString());
                 * Debug.Log("^");
                 */

                if (players < network_update.players_in_server)
                {
                    for (int i = players + 1; i <= network_update.players_in_server; i++)
                    {
                        server_client_joined("Player " + i.ToString());
                    }
                }
            }
        }
    }