0. Messages sent from clients to clients or clients to the server dont have any information about who it came from on the receiving side? Probably need to route the event handlers throught the client objects to be able to pull that information off of the packets as well. 1. Allow the server to setup a server name 2. Allow the client to setup a user name 3. Have the client connect to the server with a welcome packet 4. Have the server use the welcome packet to fillout the user information on the server 5. Respond to the client from the server with a server list of UDPEndpoints Test that the datapacket is formatted correctly. The packet size might be off from the actual packet size Have each client update the ingame location to the server every 5 seconds [ Heartbeat ] For each user in the server calculate which other players are close enough for a connection So the server needs to hold a table of what clients a client is already connected to if a new player is now close enough update the client and the servers client table with that information have the clients udp together if a player goes out of the range update the clients that they no longer need the connection drop the player from the table and notify the end user they can close the connection When user a joins a server The IP gets added to the servers master list The user needs to authenticate for username When user leaves a server Notify all clients to drop the connections Remove the user from the server table