             occurrence = occurringTimeStep!
         }
         
-        let canSend = validToSend(player)
+        let canSend = isValidToSend(player)
         switch event {
             case .PlayerDidJump:
                 player.jump(occurrence)

    }
    
    // MARK: sending data
    private func validToSend(player: Player) -> Bool {
        return state.isMultiplayer
            && player.playerNumber == state.myPlayer.playerNumber
            && state.ownPlayerStillPlaying()

        if player.playerNumber == state.myPlayer.playerNumber {
            player.fallBehind()
            player.becomeInvulnerable(timeStep)
            if isValidToSend(player) {
                sendCollisionData(player.xCoordinate)
            }
            // If player fell off the grid, he finished the race
