internal void SendWeaponReload(Weapon w)
        {
            if (IsServer)
            {
                if (!PrunedPacketsToClient.ContainsKey(w.Comp.Data.Repo.Base))
                {
                    const PacketType type = PacketType.WeaponReload;
                    w.Comp.Data.Repo.Base.UpdateCompBasePacketInfo(w.Comp);

                    PacketInfo         oldInfo;
                    WeaponReloadPacket iPacket;
                    if (PrunedPacketsToClient.TryGetValue(w.Reload, out oldInfo))
                    {
                        iPacket          = (WeaponReloadPacket)oldInfo.Packet;
                        iPacket.EntityId = w.Comp.MyCube.EntityId;
                        iPacket.Data     = w.Reload;
                    }
                    else
                    {
                        iPacket          = PacketReloadPool.Get();
                        iPacket.MId      = ++w.MIds[(int)type];
                        iPacket.EntityId = w.Comp.MyCube.EntityId;
                        iPacket.SenderId = MultiplayerId;
                        iPacket.PType    = type;
                        iPacket.Data     = w.Reload;
                        iPacket.WeaponId = w.WeaponId;
                    }

                    PrunedPacketsToClient[w.Reload] = new PacketInfo {
                        Entity = w.Comp.MyCube,
                        Packet = iPacket,
                    };
                }
                else
                {
                    SendCompBaseData(w.Comp);
                }
            }
            else
            {
                Log.Line($"SendWeaponReload should never be called on Client");
            }
        }
        private void ServerPacketsForClientsClean()
        {
            PacketsToClient.Clear();
            foreach (var pInfo in PrunedPacketsToClient.Values)
            {
                switch (pInfo.Packet.PType)
                {
                case PacketType.AiData:
                {
                    var iPacket = (AiDataPacket)pInfo.Packet;
                    PacketAiPool.Return(iPacket);
                    break;
                }

                case PacketType.CompBase:
                {
                    var iPacket = (CompBasePacket)pInfo.Packet;
                    PacketCompBasePool.Return(iPacket);
                    break;
                }

                case PacketType.CompState:
                {
                    var iPacket = (CompStatePacket)pInfo.Packet;
                    PacketStatePool.Return(iPacket);
                    break;
                }

                case PacketType.TargetChange:
                {
                    var iPacket = (TargetPacket)pInfo.Packet;
                    PacketTargetPool.Return(iPacket);
                    break;
                }

                case PacketType.WeaponReload:
                {
                    var iPacket = (WeaponReloadPacket)pInfo.Packet;
                    PacketReloadPool.Return(iPacket);
                    break;
                }

                case PacketType.Construct:
                {
                    var iPacket = (ConstructPacket)pInfo.Packet;
                    PacketConstructPool.Return(iPacket);
                    break;
                }

                case PacketType.ConstructFoci:
                {
                    var iPacket = (ConstructFociPacket)pInfo.Packet;
                    PacketConstructFociPool.Return(iPacket);
                    break;
                }

                case PacketType.WeaponAmmo:
                {
                    var iPacket = (WeaponAmmoPacket)pInfo.Packet;
                    PacketAmmoPool.Return(iPacket);
                    break;
                }
                }
            }
            PrunedPacketsToClient.Clear();
        }