// public override void ConnectRequest(UdpKit.UdpEndPoint endpoint, Bolt.IProtocolToken token)
    // {
    //  BoltConsole.Write("Connecting request", Color.red);
    //  var playerToken = token as PlayerToken;
    //  if(playerToken != null)
    //  {
    //      BoltConsole.Write("Token received", Color.red);
    //      BoltNetwork.Accept(endpoint, playerToken);
    //  } else {
    //      BoltConsole.Write("No tokens", Color.red);
    //      BoltNetwork.Accept(endpoint);
    //  }
    // }

    public override void Connected(BoltConnection connection)
    {
        BoltLog.Error("ServerCallBack: Client player are being made, connection: " + connection.ToString());
        PlayerToken playerToken = connection.ConnectToken as PlayerToken;

        //BoltConsole.Write(playerToken.playerName + " ja " + playerToken.playerNumber, Color.magenta);
        MultiplayerPlayerRegistery.CreateClientPlayer(connection, playerToken);
    }
 private void Awake()
 {
     BoltLog.Info("ServerCallBack: Server player created on awake call");
     GamemanagerNetwork.Instantiate();
     MultiplayerPlayerRegistery.CreateServerPlayer();
 }
 public override void Disconnected(BoltConnection connection)
 {
     BoltLog.Info(connection.ToString() + " just disconnected");
     MultiplayerPlayerRegistery.RemovePlayerObject(connection);
 }
 public override void SceneLoadRemoteDone(BoltConnection connection)
 {
     BoltLog.Info("ServerCallBack: RemoveSceneLoaded, spawn client. Connection: " + connection.ToString());
     MultiplayerPlayerRegistery.GetMultiplayerPlayer(connection).Spawn();
 }