text: var ServerNetworkEvents = {
  	/**
  	 * Is called when the network tells us a new client has connected
  	 * to the server. This is the point we can return true to reject
  	 * the client connection if we wanted to.
  	 * @param data The data object that contains any data sent from the client.
  	 * @param clientId The client id of the client that sent the message.
  	 * @private
  	 */
  	_onPlayerConnect: function (socket) {
  		// Don't reject the client connection
  		return false;
  	},
  
  	_onPlayerDisconnect: function (clientId) {
  		// Remove the player from the game
  		ige.server.players[clientId].destroy();
  
  		// Remove the reference to the player entity
  		// so that we don't leak memory
  		delete ige.server.players[clientId];
  	},
  
  	_onPlayerEntity: function (data, clientId) {
  		if (!ige.server.players[clientId]) {
  			ige.server.players[clientId] = new Ship(clientId)
  				.streamMode(1)
  				.mount(ige.server.scene1);
  
  			// Tell the client to track their player entity
  			ige.network.send('playerEntity', ige.server.players[clientId].id(), clientId);
  		}
  	},
  
  	_onPlayerLeftDown: function (data, clientId) {
  		ige.server.players[clientId].controls.left = true;
  	},
  
  	_onPlayerLeftUp: function (data, clientId) {
  		ige.server.players[clientId].controls.left = false;
  	},
  
  	_onPlayerRightDown: function (data, clientId) {
  		ige.server.players[clientId].controls.right = true;
  	},
  
  	_onPlayerRightUp: function (data, clientId) {
  		ige.server.players[clientId].controls.right = false;
  	},
  
  	_onPlayerThrustDown: function (data, clientId) {
  		ige.server.players[clientId].controls.thrust = true;
  	},
  
  	_onPlayerThrustUp: function (data, clientId) {
  		ige.server.players[clientId].controls.thrust = false;
  	}
  };
  
  if (typeof(module) !== 'undefined' && typeof(module.exports) !== 'undefined') { module.exports = ServerNetworkEvents; }