// CLIENT -> SERVER (NOT MASTER) // // sends the client's data to the server. void SendDataToServer() { // gets player position byte[] sendData = new byte[clientBufferSize]; int index = 0; if (localPlayer == null) { // searches for local player for (int i = 0; i < players.Count; i++) { PlayerObject p = players[i].player; // local player found if (p.controllablePlayer) { localPlayer = players[i]; break; } } } // local player is equal to null, so there's nothing to send. if (localPlayer == null) { return; } // copies data byte[] data = localPlayer.GetData(); Buffer.BlockCopy(data, 0, sendData, index, data.Length); index += data.Length; client.client.SetSendBufferData(sendData); }