anchor.diff:    /// Set if the LocalPlayer is the owner of the game (room)
     bool get isOwner => _gameOwner == localPlayer;
     P _gameOwner = null;
  +  P get owner => _gameOwner;
   
     /// List of remote Players in the game
     final Map<Peer, R> peerToPlayer = {};
  
positive.code: 
    bool get isOwner;
  
    L get localPlayer;
  
    GameRoomRenderer get renderer;
  
    ProtocolPeerRoom get room;
  
    List<P> get players;
  
    Iterable<R> get remotePlayers;
  
negative.code: 
    _GameRoom(this.game, this._room, GameRoomRendererFactory factory) {
      _gameRoomRenderer = factory.createRenderer(this);
      _room.peers.forEach((Peer peer) {
        // R player = createRemotePlayer(peer);
        R player = game.playerFactory.createRemotePlayer(this, peer);
        peerToPlayer[peer] = player;
        _playerJoined(player);
      });
      _localPlayer = game.playerFactory.createLocalPlayer(this, game.id);
      _playerJoined(_localPlayer);
      // Initially get game owner, after this the owner only changes if the player leaves
      _getGameOwner();
      // When a new player joins
  