Now you have some understanding how to pass messages back and forth between the client and the server. Keep in mind when you contemplate these things that there can be many clients—hockey socks full of clients, even. There will probably only be one server but you are in no way restricted to only one server. It's all a matter of programming.
You've also seen how you can track specific clients on the server via their GameConnections. As long as you know the handle of the client, you can access any of that client's data.
In the next chapter, we'll poke our noses into the Common code that we have been shying away from. We want to do this so that we can get a better "big picture" understanding of how our game can operate.