// Update is called once per frame
    void Update()
    {
        if (keeptrack == null && SceneManager.GetActiveScene().name == "gameScene")
        {
            keeptrack = FindObjectOfType <keepTrack>();
        }


        timepassed += Time.deltaTime;

        // Debug.Log("i am player "+TurnManager.thisPlayer+"currently playing is player"+currentPlayer);



        if (turnManager != null)
        {
            UpdateSharedInfo();
            //   Debug.Log("updating");

            //if (turnManager != null && currentPlayer == TurnManager.thisPlayer && TurnManager.turnInProgress == false)
            //       turnManager.newTurn();

            if (keeptrack != null)
            {
                keeptrack.UpdateAllPawns();
            }
        }



        if (SceneManager.GetActiveScene().name == "gameScene" && turnManager == null)
        {
            turnManager = (TurnManager)GameObject.FindObjectOfType <TurnManager>();
        }

        if (client != null && client.dataGottenFromServer != "" && SceneManager.GetActiveScene().name == "HostJoin")
        {
            SceneManager.LoadScene("Lobby");
        }

        if (client != null && gameStarted == "1" && SceneManager.GetActiveScene().name == "Lobby")
        {
            SceneManager.LoadScene("Working Game Scene");
        }


        /*
         * if (currentPlayer == TurnManager.thisPlayer && client != null && client.writeToserver == false)
         * {
         *  Debug.Log("you are now writing to server");
         *
         *  client.writeToserver = true;
         *
         * }
         *
         *
         * if (client != null && currentPlayer != TurnManager.thisPlayer && client.writeToserver == true)
         * {
         *  Debug.Log("you are now reading from server");
         *  client.writeToserver = false;
         *
         * }
         *
         * if (server != null && currentPlayer == TurnManager.thisPlayer && server.writeToclients == false)
         * {
         *  Debug.Log("you are now writeing to the clients");
         *  server.writeToclients = true;
         * }
         *
         * if (server != null && currentPlayer != TurnManager.thisPlayer && server.writeToclients == true)
         * {
         *  Debug.Log("you are now reading from the clients");
         *  server.writeToclients = false;
         * }
         */
    }