I got caught up at work late tonight, so my apologies, but I won't be able to make it today.
And to be honest, I'm done working on this project. I spent more personal time chasing issues than the collab lasted, and ironing things out at this point doesn't equate well in the effort vs. payoff category. Feel free to continue and make it yours.
As for the Server.cs stuff.. I was under the impression the client needed a reference to it. After looking at things once again, I realize it actually doesn't. When the game goes to connect, it's actually looking online for that server, and not anywhere in the Xevious code. All of the Server.cs stuff is superfluous, and I'm about to make a push correcting that. For what it's worth, the original example code can be found at: http://codereview.stackexchange.com/questions/79274/tcp-chat-application-with-both-server-and-client-logic-in-same-application It's a combination application with both the server and the client, and I guess I just carried everything over into this project.
With that being said, the Server application is actually another project. I'll put that up soon. In the meantime, you can download and use the server application from here: http://piscesmike.ddns.net/Downloads/OneApp%20Server%20Executable.zip
Thats the executable version, and you just run that in the background. If you're local, the Settings.txt should reflect a server ip of 127.0.0.1. You can run the server or the client on any machine, as long as you change the settings to the correct IPv4.0 assignments. For instance, when I was running the Xevious game on my LAN second, I had to set the server ip to 192.168.8.105- which at the time was my server address.
Sorry I can't be of more help but I can't really dedicate any more time to this project.