// Upload details about the current game state to the cloud
// This is the responsibility of the system that initially created that room.
// If that system disconnects, the new host, as determined by FullyConnectedMesh2 will reupload the room
void PostRoomToCloud(void)
{
	BitStream bsOut;
	DataStructures::List<NATTypeDetectionResult> natTypes;
	for (unsigned int i=0; i < game->users.Size(); i++)
		natTypes.Push(game->users[i]->natType, _FILE_AND_LINE_);
	SerializeToBitStream(&bsOut, game->gameName, natTypes);
	RakNet::CloudKey cloudKey("ComprehensiveGame_Rooms",0);
	cloudClient->Post(&cloudKey, bsOut.GetData(), bsOut.GetNumberOfBytesUsed(), game->masterServerGuid);
	printf("Posted game session. In room.\n");
}