internal void WriteTo(NetOutgoingMessage message, bool skipPlayerData = false) { message.Write(ConnectionId); message.Write(InternalEndPoint); message.Write(ExternalEndPoint); message.Write(SideChannelId); message.Write(IsApplicationConnected); message.Write(IsServer); message.Write(InputAssignment); message.WritePadBits(); message.Write(PlayerName); if (!skipPlayerData) { message.WriteByteArray(PlayerData); } }