public void AddCommand(Command.Command command)
        {
            commands.Enqueue(command);

            switch (command.type)
            {
                case Command.Command.Type.Shoot:
                    LightShoot lightCommand = new LightShoot((Shoot)command);
                    communication.SendReliable(lightCommand, NetFrame.FrameType.shootCommand);
                    break;
            }
        }
 internal void AddShoot(Player player, LightShoot lightShoot)
 {
     Shoot shoot = new Shoot(player.getCharacter(), lightShoot.time);
     commands.Enqueue(shoot);
     int index = 0;//GameEnvironment.Instance.Players.Count-1;
     foreach ( Player p in GameEnvironment.Instance.Players )
     {
         if ( p==player )
         {
             break;
         }
         index++;
     }
     index--; // On server, player max = server | On client, player max = client, player max-1 = server
         // TODO : change this ! (cf GameEnvironment)
     Console.WriteLine(index);
     LightShootPlayer lsp = new LightShootPlayer(shoot, index);
     foreach (Player p in GameEnvironment.Instance.Players)
     {
         if (p != GameEnvironment.Instance.LocalPlayer && p != player)
         {
             communication.SendReliable(lsp, NetFrame.FrameType.shootCommandPlayer, p);
         }
     }
 }