Ignore all of that, it's C++ and a different SDK (that code is using the SDK for writing plugins for the official client).
You can use Client.MetaData and set it to any value and then use it elsewhere. It's published to other clients (that can see the client) through the server.
The following code is untested but should give you an idea.
Code:
connection.Self.MetaData = String.Format("{0},{1}", game.getLat(), game.getLon()); // Store game coordinates of your own client.
// print coordinates of visible clients
foreach (Client cl in connection.AllClients) {
Console.WriteLine("Client {0} is at position {1}", cl.Nickname, cl.MetaData);
}
Note that in this case each client sets their own position. Depending on your needs this may not be the best choice w/ regards to cheating.