private bool DropPlayer(ClientInputMapping mapping, int playerNumToRemove)
    {
        // find the car to remove
        GamePlayer player = mapping.pairs[playerNumToRemove].pPlayer;

        if (player == null)
        {
            Debug.LogError("No player set for client mapping. MAJOR ISSUE.");
            return(false);
        }

        // unlink the player from this game player
        player.clientConnection = -1;
        player.playerType       = PlayerType.BOT;
        player.AddInput(PlayerInput.None);

        return(true);
    }
    private void REQ_LocalPlayer(NetReader reader)
    {
        if (!clientInputs.ContainsKey(reader.connectionId))
        {
            clientInputs.Add(reader.connectionId, new ClientInputMapping());
        }

        ClientInputMapping clientMapping = clientInputs[reader.connectionId];

        // check bounds
        if (clientMapping.pairs.Count >= Globals.MAX_PLAYERS_PER_CLIENT)
        {
            Debug.LogWarning("can't add any more players from this client: " + reader.connectionId);
            return;
        }

        // find the next available car
        GamePlayer newPlayer = PlayerInputManager.FindNewPlayer();

        if (newPlayer == null)
        {
            Debug.LogWarning("Tried to get a new player for client " + reader.connectionId + " but all players are full!");
            return;
        }

        // convert this car to be a player
        newPlayer.clientConnection = reader.connectionId;
        newPlayer.playerType       = PlayerType.REMOTE;
        newPlayer.AddInput(PlayerInput.None);

        // add a pairing between this client and player
        int clientNum         = clientMapping.pairs.Count;
        ClientPlayerPair pair = new ClientPlayerPair(clientNum, newPlayer);    // links a client (player) number to an actual player class

        clientMapping.pairs.Add(pair);

        // notify the player as to which car it is controlling.
        NetWriter writer = NetworkManager.StartNetworkMessage("new_local_player", thisNetworkID);

        writer.WriteInt(clientNum);                     // notify the client
        newPlayer.car.thisNetworkID.WriteBytes(writer); // write the ID of the car it's controlling
        NetworkManager.SendMessageToClient(writer, NetworkCore.AllCostMsg, reader.connectionId);
    }