internal void ServerLaunched(ServerRoomToken sessionToken)
        {
            serverRoomToken = sessionToken;

            if (HasClientLogic)
            {
                CreatePlayer();
            }

            EventHandler.ExecuteEvent(this, GameEvents.ServerLaunched);
        }
        public override void SceneLoadLocalDone(string map, IProtocolToken token)
        {
            base.SceneLoadLocalDone(map, token);

            if (BoltNetwork.IsConnected)
            {
                World.MapManager.InitializeLoadedMap(1);

                EventHandler.ExecuteEvent(photon, GameEvents.ServerMapLoaded, (ServerRoomToken)token);
            }
        }