private static void Process(MessageSyncFaction syncEntity)
 {
     if (MyAPIGateway.Multiplayer.MultiplayerActive)
         ConnectionHelper.SendMessageToServer(syncEntity);
     else
         syncEntity.CommonProcess(syncEntity.SyncType, syncEntity.FactionId, syncEntity.PlayerId);
 }
 private static void Process(MessageSyncFaction syncEntity)
 {
     if (MyAPIGateway.Multiplayer.MultiplayerActive && !MyAPIGateway.Multiplayer.IsServer)
     {
         ConnectionHelper.SendMessageToServer(syncEntity);
     }
     else
     {
         syncEntity.CommonProcess(syncEntity.SyncType, syncEntity.FactionId, syncEntity.PlayerId);
     }
 }