public void RegisterPlayer(Socket s, bool loadTexture = true) { int id = Players; Players++; byte[] playerJoinInfo = BitConverter.GetBytes(id); ObjectNetID objectNetID = new ObjectNetID(Objects++, id); NetworkObjects.Add(objectNetID, game.RegisterSnake(objectNetID, loadTexture)); SocketAsyncEventArgs args = new SocketAsyncEventArgs(); args.SetBuffer(playerJoinInfo, 0, playerJoinInfo.Count()); if (s != null) { Clients.Add(id, s); s.SendAsync(args); } foreach (var o in NetworkObjects) { o.Value.setNetworkClean(false); } }