private void runGameSync() { foreach (int key in sync.Keys) { GameObjectData d = Serialize.convertToGameObjectData(sync[key]); d.c = new GameObjectData[0]; NetData n = new NetData("object", JsonConvert.SerializeObject(d)); n.key = "player"; n.id = key; n.other = new string[1]; n.other[0] = nameUsed; sendData(n.Serialize()); } foreach (GameObject obj in syncQueue) { NetData req = new NetData("request_object", ""); sendData(req.Serialize()); waitlist.Add(obj); } syncQueue.Clear(); }