/// <inheritdoc />
        protected override async Task HandleSubMessage(IPeerMessageContext <PSOBBGamePacketPayloadClient> context, Sub60GameBurstingCompleteEventCommand command)
        {
            //It's possible we get this on OUR join. We may not be spawned yet.
            if (!PlayerData.isWorldObjectSpawned)
            {
                return;
            }

            //This could be for a couple of reasons. Bursting wasn't set, and it's a BIG failure
            //or this is our JOIN bursting finish and we don't do anything here really.
            if (!BurstingService.isBurstingInProgress)
            {
                return;
            }

            //TODO: At some point, this may not run on the main thread so this won't be safe.
            GameObject playerWorldObject = PlayerData.WorldObject;

            Vector3 <float> scaledPosition = ScalerService.UnScale(playerWorldObject.transform.position).ToNetworkVector3();
            float           scaledRotation = ScalerService.UnScaleYRotation(playerWorldObject.transform.rotation.y);

            //If have to send this message otherwise other client's won't know we're also in the same zone
            //It's odd, but it's something we have to do.
            await context.PayloadSendService.SendMessage(new Sub60FinishedWarpAckCommand(SlotModel.SlotSelected, ZoneSettings.ZoneId, scaledPosition, scaledRotation).ToPayload());

            int entityGuid = BurstingService.BurstingEntityGuid.Value;

            //Successful burst, let everyone know.
            OnClientBurstingFinished?.Invoke(this, new ClientBurstingEndingEventArgs(entityGuid, true));

            //Bursting is done, we should release bursting state
            //Then we should broadcast to everyone that bursting is done.
            BurstingService.ClearBursting();
        }
        /// <inheritdoc />
        protected override async void OnEventFired(object source, LocalPlayerWorldObjectSpawnedEventArgs args)
        {
            //TODO: We should extract this into a warping service.

            //TODO: Send rotation
            //TODO: What should the W coord be? How sould we handle this poition?
            //We can't do anything with the data right now
            await SendService.SendMessage(new Sub60TeleportToPositionCommand((byte)EntityGuid.GetEntityId(args.EntityGuid),
                                                                             ScalerService.UnScale(args.WorldObject.transform.position).ToNetworkVector3()).ToPayload());

            //Now we have to send a 1F to start the warp
            //Tell the server we're warping now
            await SendService.SendMessage(new Sub60WarpToNewAreaCommand((byte)EntityGuid.GetEntityId(args.EntityGuid), ZoneSettings.ZoneId).ToPayload());

            //TODO: is it save to send this in the lobby??
            await SendService.SendMessage(new Sub60FinishedMapLoadCommand(EntityGuid.GetEntityId(args.EntityGuid)).ToPayload());

            //TODO: Should we send ClientId with this one too?
            //We can just send a finished right away, we have nothing to load really
            await SendService.SendMessage(new Sub60FinishedWarpingBurstingCommand((byte)EntityGuid.GetEntityId(args.EntityGuid)).ToPayload());
        }