// Only the server is concerned with this message
void net_recv_connection_affirm(SerializeBuffer& sb, int sender,
        PlayerData& pd) {
    printf("Recv conn with size=%d\n", sb.size());
    std::string name;
    std::string classtype;
    sb.read(name);
    sb.read(classtype);
    printf("connection affirm read\n");
    pd.register_player(name, NULL, classtype, LuaValue(), /* is local player */ false, sender);
    printf("now there are %d players\n", (int) pd.all_players().size());
}
void GameNetConnection::send_packet(SerializeBuffer& serializer, int receiver) {
	_connection->send_message(serializer.data(), serializer.size(), receiver);

}