void processor_SC_NOTI_ENTER_FIELD(GAME.SC_NOTI_ENTER_FIELD read)
    {
        Debug.Log("processor_GAME_SC_NOTI_ENTER_FIELD 받음");
        var   key       = read.Key;
        var   pos       = new Vector3(read.PosX, read.PosY, read.PosZ);
        Int64 timestamp = read.Timestamp;

        Debug.Log("SC_NOTI_ENTER_FIELD");

        var enemyTank = Instantiate(Resources.Load("Prefabs/EnemyTank2")) as GameObject;

        enemyTank.transform.position = pos;

        //Debug.Log("들어온 친구 key: " + key);
        var enemy_tank_info = new EnemyTankInfo();

        enemy_tank_info.obj = enemyTank;

        for (var i = 0; i < max_snapshot_size; ++i)
        {
            enemy_tank_info.snapshots[i].timestamp = session_.getServerTimestamp();
            enemy_tank_info.snapshots[i].pos       = pos;
        }

        enemies[key] = enemy_tank_info;
        //Debug.Log("count: " + enemies.Count);
    }
    void processor_SC_ENTER_FIELD(GAME.SC_ENTER_FIELD read)
    {
        key_ = read.Key;

        GameObject player = GameObject.Find("PlayerTank1");

        player.transform.position = new Vector3(read.PosX, read.PosY, read.PosZ);

        Debug.Log("processor_GAME_SC_ENTER_FIELD 받음");
        foreach (var other in read.UserInfos)
        {
            var pos = new Vector3(other.PosX, other.PosY, other.PosZ);
            Debug.Log(pos);
            var enemyTank = Instantiate(Resources.Load("Prefabs/EnemyTank2")) as GameObject;
            enemyTank.transform.position = pos;

            //Debug.Log("필드에 존재하는 유닛 key: " + other.Key);

            var enemy_tank_info = new EnemyTankInfo();
            enemy_tank_info.obj = enemyTank;


            for (var i = 0; i < max_snapshot_size; ++i)
            {
                enemy_tank_info.snapshots[i].timestamp = session_.getServerTimestamp();
                enemy_tank_info.snapshots[i].pos       = pos;
            }

            enemies[other.Key] = enemy_tank_info;

            //Debug.Log("count: " + enemies.Count);
        }
    }