Send an event to a connected controller. Use pymlgame event type and correct payload.
        To send a message to the controller use pymlgame.E_MESSAGE event and a string as payload.

        :param uid: Unique id of the controller
        :param event: Event type
        :param payload: Payload of the event
        :type uid: str
        :type event: Event
        :type payload: str
        :return: Number of bytes send or False
        :rtype: int

def send(self, uid, event, payload=None):
        """
        Send an event to a connected controller. Use pymlgame event type and correct payload.
        To send a message to the controller use pymlgame.E_MESSAGE event and a string as payload.

        :param uid: Unique id of the controller
        :param event: Event type
        :param payload: Payload of the event
        :type uid: str
        :type event: Event
        :type payload: str
        :return: Number of bytes send or False
        :rtype: int
        """
        sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
        if uid in self.controllers.keys():
            addr = self.controllers[uid][0]
            port = self.controllers[uid][1]
            if event == E_MESSAGE:
                #print('/message/{} => {}:{}'.format(payload, addr, port))
                return sock.sendto('/message/{}'.format(payload).encode('utf-8'), (addr, port))
            elif event == E_RUMBLE:
                #print('/rumble/{} => {}:{}'.format(payload, addr, port))
                return sock.sendto('/rumble/{}'.format(payload).encode('utf-8'), (addr, port))
            else:
                pass
        else:
            pass
        return False