Rotation not syncing using Xamp(Apache)

I am updating the rotation and position inside the database and sending it back to both clients . The problem is that the rotation is not working and only the position is updating. So I can see my car moving but always in the same direction as the car does not rotate on the other client.

IEnumerator moveBox(GameObject box, float x, float y, float rotatex, float rotatey, float rotatez)
    {

        //if ( isMoving ) yield break; // exit function
        //isMoving = true;
        if (box.GetComponent<Othersquarecontroller>().isMoving) yield break;
        box.GetComponent<Othersquarecontroller>().isMoving = true;
        Vector3 from = box.transform.position;
        Vector3 to = new Vector3(x, y);
        Quaternion rotation = box.transform.rotation;
        Quaternion torotate = Quaternion.Euler(rotatex, rotatey, rotatez);
        for (float t = 0f; t < 1f; t += Time.deltaTime * 5f)
        {
            box.transform.position = Vector3.Lerp(from, to, t);
            box.transform.rotation = Quaternion.Lerp(rotation, torotate, t);
            yield return null;
        }
        box.transform.position = to;
        box.transform.rotation = torotate;
        box.GetComponent<Othersquarecontroller>().isMoving = false;
    }

 IEnumerator getData()
    {
        while (true)
        {
            //checking the url that is being sent
            Debug.Log(url + "?operation=poll");
            //generate the url and send it to the website
            UnityWebRequest www = UnityWebRequest.Get(url + "?operation=poll");

            yield return www.SendWebRequest();

            if (www.isHttpError || www.isNetworkError)
            {
                Debug.Log(www.error);
            }
            else
            {
                //this reads the text from the website
                //Debug.Log(www.downloadHandler.text);

                //split the data we get from the website.
                string[] players = www.downloadHandler.text.Split('|');

                //remove the hanging split
                Array.Resize(ref players, players.Length - 1);

                for (int index = 0; index < players.Length; index++)
                {
                    Debug.Log(index + " " + players[index]);
                    //split again

                    string[] eachplayer = players[index].Split(',');

                    //remove the hanging comma
                    Array.Resize(ref eachplayer, eachplayer.Length);

                    foreach (string field in eachplayer)
                    {
                        //Debug.Log(field);
                    }
                    //id,name,xpos,ypos,
                    int id = int.Parse(eachplayer[0]);
                    string name = eachplayer[1];
                    float xpos = float.Parse(eachplayer[2]);
                    float ypos = float.Parse(eachplayer[3]);
                    color = eachplayer[4];
                    float rotationx = float.Parse(eachplayer[5]);
                    float rotationy = float.Parse(eachplayer[6]);
                    float rotationz = float.Parse(eachplayer[7]);

                    //the \ is an escape string, this line removes the single quote from the nicknames in the database if they have single quotes
                    name = name.Trim('\'');

                    if (GameObject.Find(eachplayer[0]) == null)
                    {
                        if (eachplayer[4] == "Red")
                        {
                            string urllcar2 = "http://127.0.0.1/game/AssetBundles/car2";
                            WWW www2 = new WWW(urllcar2);
                            while (!www2.isDone)
                                yield return null;
                            car = www2.assetBundle;

                            mycar = car.LoadAsset("car2") as GameObject;
                            otherplayer = Instantiate(mycar, new Vector3(xpos, ypos), Quaternion.identity);

                            otherplayer.GetComponentInChildren<TextMeshPro>().text = name;

                            otherplayer.name = eachplayer[0];

                            otherplayer.AddComponent<Othersquarecontroller>();
                            if (car != null)
                            {
                                car.Unload(false); //scene is unload from here
                            }
                        }

                        if (eachplayer[4] == "Green")
                        {
                            string urll = "http://127.0.0.1/game/AssetBundles/car";
                            WWW www1 = new WWW(urll);
                            while (!www1.isDone)
                                yield return null;
                            car = www1.assetBundle;
                            mycar = car.LoadAsset("car") as GameObject;
                            otherplayer = Instantiate(mycar, new Vector3(xpos, ypos), Quaternion.identity);
                            otherplayer.GetComponentInChildren<TextMeshPro>().text = name;

                            otherplayer.name = eachplayer[0];

                            otherplayer.AddComponent<Othersquarecontroller>();
                            if (car != null)
                            {
                                car.Unload(false); //scene is unload from here
                            }
                        }
                        if (eachplayer[4] == "Yellow")
                        {
                            string urllcar1 = "http://127.0.0.1/game/AssetBundles/car1";
                            WWW www3 = new WWW(urllcar1);
                            while (!www3.isDone)
                                yield return null;
                            car = www3.assetBundle;
                            mycar = car.LoadAsset("car1") as GameObject;

                            otherplayer = Instantiate(mycar, new Vector3(xpos, ypos), Quaternion.identity);
                            otherplayer.GetComponentInChildren<TextMeshPro>().text = name;

                            otherplayer.name = eachplayer[0];

                            otherplayer.AddComponent<Othersquarecontroller>();
                            if (car != null)
                            {
                                car.Unload(false); //scene is unload from here
                            }
                        }
                    }
                    else
                    {
                        if (eachplayer[0] != loadedplayer.name)
                        {
                            //update other player position
                            otherplayer = GameObject.Find(eachplayer[0]);
                            // otherplayer.transform.position = new Vector3(xpos, ypos);

                            StartCoroutine(moveBox(otherplayer,xpos , ypos, rotationx, rotationy, rotationz));
                        }
                    }
                }
            }
        }
    }

Well, your code does only include the reading code. Have you actually debugged the 3 angles? Have you inspected your database what values you got there? Are you sure that you actually read and store the eulerAngles of the objects in your database and not the 3 imaginary components x, y and z of the quaternion? We can not answer those questions. You should have included what you have already tried, what values you get back (Debug.Log?!)

You also want to use Quaternion.Slerp instead of Quaternion.Lerp because Lerp does not perform a constant speed animation. Slerp (spherical linear interpolation) does rotate at a constant speed and also avoids some other issues.