public Unity3dPeer(InitRequest initRequest, MasterServer server)
            : base(initRequest.Protocol, initRequest.PhotonPeer)
        {
            _server = server;

            // We create a user id on the server side so players can't spoof other player ids.
            UserId = Guid.NewGuid();
            _server.ConnectedClients.Add(UserId, this);
            Log.DebugFormat("Added Peer to client list");
        }
 public IncomingSubServerPeer(InitRequest initRequest, MasterServer server)
     : base(initRequest.Protocol, initRequest.PhotonPeer)
 {
     _server = server;
     Log.InfoFormat("game server connection from {0}:{1} established (id={2})", RemoteIP, RemotePort, ConnectionId);
 }