Okay, so I'm new to Player.IO and I've been doing a lot of messing around. Thus far everything has been working beautifully; as an aside I must say that it's a very well designed system. My only problem so far is the inability to pass pointers (or references as C# calls them; I've been using the term pointer for over thirteen years, I'm not about to change the lingo ;D) to a function. It compiles fine, but when I actually go to run the test server it throws an error. Something similar to "MyGame.GameCode.TestFunc(...) has argument/parameter of the non-allowed type: System.Int32&".
I'm a newcomer to C# so it's quite possible that I've screwed something up. But this reads to me as if the Player.IO system itself is disallowing the use of pointers. It seems a bit silly to me, if that's true. Unless there's a massive difference between pointers and the C# reference that I'm not aware of, you'll be taking a huge performance hit over time.
So, anyways, what's the dealio? Am I being stupid? Or are we, on the server-side, completely screwed on the use of pointers?