void statusChanged(NetIncomingMessage incomingMessage) { NetConnectionStatus connectionStatus = (NetConnectionStatus)incomingMessage.ReadByte(); switch (connectionStatus) { case NetConnectionStatus.None: break; case NetConnectionStatus.InitiatedConnect: break; case NetConnectionStatus.ReceivedInitiation: break; case NetConnectionStatus.RespondedAwaitingApproval: break; case NetConnectionStatus.RespondedConnect: break; case NetConnectionStatus.Connected: { Player player = new Player(this, incomingMessage.SenderConnection); connections.Add(incomingMessage.SenderConnection.GetHashCode(), player); } break; case NetConnectionStatus.Disconnecting: break; case NetConnectionStatus.Disconnected: { Player player = connections[incomingMessage.SenderConnection.GetHashCode()]; player.disconnect(); } break; } }