public void ServerAction(Lobby lobby, Server.Client client) { lock (lobby.entityCheckLock) { //Check for existing NetworkEntity[] networkEntities = lobby.NetworkEntities; for (int i = 0; i < networkEntities.Length; i++) { if (networkEntities[i].ClientIndex == networkEntityData.ClientIndex && networkEntities[i].EntityIndex == networkEntityData.EntityIndex) { //Set data networkEntityData.SetNetworkEntity(networkEntities[i], null); return; } } //None exist, create new lobby.AddNetworkEntity(networkEntityData.DeployNetworkEntity(null, null, lobby)); } }