/// <summary>
    /// Connect to the selected steam lobby
    /// On successful connection, starts a new FacepunchP2PClient for connection to the lobby owner's FacepunchP2PServer
    /// </summary>
    private async Task ConnectToLobby()
    {
        RoomEnter roomEnter = await lobbyToJoin.Join();

        if (roomEnter != RoomEnter.Success)
        {
            BMSLog.Log("Error connecting to lobby returned: " + roomEnter.ToString());
            return;
        }

        this.lobby = lobbyToJoin;
        ConnectToServer(lobbyToJoin.Owner.Id);
    }
    private async Task JoinLobby(Steamworks.Data.Lobby lobbyToJoin)
    {
        RoomEnter roomEnter = await lobbyToJoin.Join();

        if (roomEnter != RoomEnter.Success)
        {
            BMSLog.Log("Error connecting to lobby returned: " + roomEnter.ToString());
            return;
        }
        this.lobby = lobbyToJoin;
        BMSLog.Log("Connected to lobby, owner.Id = " + lobbyToJoin.Owner.Id.Value);
        ConnectToHost(lobbyToJoin.Owner.Id, null);
    }