How to get player id's from owners name? Pun network

so what i have is an object in the scene that sets the name of the player (the player sets their name say “Bob”) and i get a string and int from a code the player enters in the chat, eg “/speed, 20”

and then i need to set an object that the player controls to the owners name, how do i do this?

what i have so far :
commands script-

using UnityEngine;
using System.Collections;

public class Commands : Photon.MonoBehaviour {
	private float i = 0.0F;
	private string name;
	GameObject player;
	RigidbodyFPSController controllerScript;
	// Use this for initialization
	public void Command(string com){
				Debug.Log (com);
				string[] splitstring = com.Split (',');
				if (splitstring.Length > 0){
						Debug.Log (splitstring [1]);
		}
		i = float.Parse(splitstring [1]);
		if (splitstring[0] == "/speed" && i > 0 || i < 1000 ) {
			Debug.Log(name + "" + splitstring[0] + " " + i);
			//controllerScript = player.GetComponent<RigidbodyFPSController>();
			//controllerScript.speed = i;
				}
		}
	public void Player(string PlayerUserName){
		name = PlayerUserName;
		//player = PhotonView.Find (PlayerUserName);
		}
}

Chat code-

using System.Collections.Generic;
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(PhotonView))]
public class InRoomChat : Photon.MonoBehaviour 
{
    public Rect GuiRect = new Rect(0,0, 250,300);
    public bool IsVisible = true;
    public bool AlignBottom = false;
    public List<string> messages = new List<string>();
    private string inputLine = "";
    private Vector2 scrollPos = Vector2.zero;
	public Commands com;

    public static readonly string ChatRPC = "Chat";

    public void Start()
    {	
        if (this.AlignBottom)
        {
            this.GuiRect.y = Screen.height - this.GuiRect.height;
        }
    }

    public void OnGUI()
    {
		com = GetComponent<Commands>();
		if (!this.IsVisible || PhotonNetwork.connectionStateDetailed != PeerState.Joined)
        {
            return;
        }
        
        if (Event.current.type == EventType.KeyDown && (Event.current.keyCode == KeyCode.KeypadEnter || Event.current.keyCode == KeyCode.Return))
        {
            if (!string.IsNullOrEmpty(this.inputLine))
            {
				if (inputLine[0] == '/'){
					com.Command(inputLine);
					this.inputLine = "";
					GUI.FocusControl("");
					return;
				}
				else {
				this.photonView.RPC("Chat", PhotonTargets.All, this.inputLine);
                this.inputLine = "";
                GUI.FocusControl("");
                return; // printing the now modified list would result in an error. to avoid this, we just skip this single frame
				}}
            else
            {
                GUI.FocusControl("ChatInput");
            }
        }

        GUI.SetNextControlName("");
        GUILayout.BeginArea(this.GuiRect);

        scrollPos = GUILayout.BeginScrollView(scrollPos);
        GUILayout.FlexibleSpace();
        for (int i = messages.Count - 1; i >= 0; i--)
        {
            GUILayout.Label(messages*);*

}
GUILayout.EndScrollView();

GUILayout.BeginHorizontal();
GUI.SetNextControlName(“ChatInput”);
inputLine = GUILayout.TextField(inputLine);
if (GUILayout.Button(“Send”, GUILayout.ExpandWidth(false)))
{
this.photonView.RPC(“Chat”, PhotonTargets.All, this.inputLine);
this.inputLine = “”;
GUI.FocusControl(“”);
}
GUILayout.EndHorizontal();
GUILayout.EndArea();
}

[RPC]
public void Chat(string newLine, PhotonMessageInfo mi)
{
string senderName = “anonymous”;

if (mi != null && mi.sender != null)
{
if (!string.IsNullOrEmpty(mi.sender.name))
{
senderName = mi.sender.name;

  •  		com.Player(mi.sender.name);*
    

}
else
{
senderName = "player " + mi.sender.ID;
}
}

this.messages.Add(senderName +": " + newLine);
}

public void AddLine(string newLine)
{
this.messages.Add(newLine);
}
}
thanks in advance

PhotonNetwork.playerName will return the name of the local player.

PhotonPlayer.name will also return the name of the local player.

PhotonNetwork.player.name will also return the name of the local player.

PhotonNetwork.player.ID will return the ID of the local player.

PhotonNetwork.player.isLocal will return if the player is the local player.

Debug.Log ( PhotonNetwork.playerName + " : " + PhotonNetwork.player.name + " : " + PhotonNetwork.player.ID + " : " + PhotonNetwork.player.isLocal );

PhotonNetwork.player returns the class PhotonPlayer

http://doc-api.exitgames.com/en/realtime/current/pun/doc/class_photon_player.html