void Server_ReceiveControlKeyRelease( RemoteEntityWorld sender, ReceiveDataReader reader )
{
//check to ensure that other players can not send messages to another player
if( !Server_CheckRemoteEntityWorldAssociatedWithThisIntellect( sender ) )
return;
GameControlKeys controlKey = (GameControlKeys)reader.ReadVariableUInt32();
if( !reader.Complete() )
return;
//check for invalid value
if( !Enum.IsDefined( typeof( GameControlKeys ), (int)controlKey ) )
return;
ControlKeyRelease( controlKey );
}