public void UpdateObject(GameObjectInstance obj)
        {
            var session   = sessions.Get(obj);
            var gobj      = gameData.GetGameObject(obj.ObjectId);
            var transform = gameData.GetTransform(gobj.TransformId);

            foreach (var playerConnection in connectionProvider.GetAllActivePlayerConnections(session))
            {
                playerConnection.Send(ObjectUpdate.Create(obj, transform, gobj.Static), SendOption.Reliable);
            }
        }
        protected override void Handle(PlayerMoveRequest data, PlayerConnection connection)
        {
            if (connection.Player == null)
            {
#if RELEASE
                logger.LogError($"Move request from {connection.InstanceID}. But has not selected a player.");
#endif
                return;
            }

            logger.LogDebug($"Move Request from {connection.Player.Id} from {data.Position} to {data.Destination}");

            var player = connection.Player;

            var transform = gameData.GetTransform(player.TransformId);

            transform.SetPosition(data.Position);
            transform.SetDestination(data.Destination);

            var session = sessionManager.Get(player);

            // player moves, release any locked objects the player may have.
            session.Objects.ReleaseLocks(player);

            // exit combat if we are in one. This will cancel any ongoing attacks.
            playerState.ExitCombat(player);

            foreach (var playerConnection in connectionProvider.GetAllActivePlayerConnections(session))
            {
                playerConnection.Send(new PlayerMoveResponse()
                {
                    PlayerId    = player.Id,
                    Destination = data.Destination,
                    Position    = data.Position,
                    Running     = data.Running
                }, Shinobytes.Ravenfall.RavenNet.SendOption.Reliable);
            }
        }