private void ProcessMessage(Message message) { switch (message.Type) { case MessageType.PLAYER_CONNECTED: Debug.Log("Creating Player"); newPlayer(((PlayerConnectedMessage)message).PlayerId); break; case MessageType.PLAYER_DISCONNECTED: removePlayer(((PlayerDisconnectedMessage)message).PlayerId); break; case MessageType.SNAPSHOT: snapshotManager.Add(((SnapshotMessage)message).GameSnapshot); break; case MessageType.ACK_RELIABLE_MAX_WAIT_TIME: case MessageType.ACK_RELIABLE_SEND_EVERY_PACKET: break; } cm.ReceiveMessage(message); }