//public AuthProvider AuthProv;

        public void Start()
        {
            var listener = new EventBasedNetListener();                          //Create base listener

            _serverHandler  = new ServerHandler(this);                           //Create handler for all data transferred between server and clients
            DatabaseHandler = new DatabaseProvider(new MySqlConnection(), this); //Handler for database connections
            DatabaseHandler.Connect();
            PlayerPool = new PlayerPool();                                       //PlayersHolder that contains list with all active players
            _server    = new NetManager(listener);                               //NetManager for server instance;
            _server.Start(ServerPort);

            listener.ConnectionRequestEvent += request => //Event that handle all incoming connections
            {
                if (_server.GetPeersCount(ConnectionState.Connected) < 1000 /* max connections */)
                {
                    var byteValue = request.Data.GetByte();
                    switch (byteValue)
                    {
                    case 1:
                        var authName = request.Data.GetString();
                        var authPass = request.Data.GetString();

                        if (!DatabaseHandler.AuthenticateUser(authName, authPass))     //Read token and compare with known tokens
                        {
                            request.Reject();
                            return;
                        }
                        request.Accept();     //Accept connection if true
                        PlayerPool.List.Add(new Player(new PlayerAccountInfo(authName, DatabaseHandler.GetTokenByName(authName),
                                                                             DatabaseHandler.GetIdByUsername(authName), request.RemoteEndPoint)));
                        break;

                    case 2:
                        var regName = request.Data.GetString();
                        var regPass = request.Data.GetString();
                        var email   = request.Data.GetString();

                        if (!DatabaseHandler.RegisterAccount(regName, regPass, email,
                                                             Guid.NewGuid().ToString().Substring(0, 32)))
                        {
                            request.Reject();
                            return;
                        }
                        request.Accept();     //Accept connection if true
                        PlayerPool.List.Add(new Player(new PlayerAccountInfo(regName, DatabaseHandler.GetTokenByName(regName),
                                                                             DatabaseHandler.GetIdByUsername(regName), request.RemoteEndPoint)));
                        break;    //TODO: Check if user already exists
                    }
                    //Add player to our list. We are trying to find it's ID and Name params by given token
                }
                else //Else reject connection and close socket
                {
                    var writer = new NetDataWriter();// Create writer class
                    writer.Put("Invalid token. Cya!");
                    request.Reject(writer);
                }
            };

            listener.PeerConnectedEvent += peer => //Actions we should do whenever new user connected
            {
                var player = Utils.SetUserByEndPoint(peer, PlayerPool.List);
                player.PlayerType = DatabaseHandler.GetPlayerRoleByToken(player.AccountInfo.Token);
                Console.WriteLine($"{player.PlayerType.ToString()} connected");

                var writer = new NetDataWriter();
                writer.Put((byte)MessageType.AuthorizationResponse);
                writer.Put($"Hello {player.AccountInfo.Username}! You need to save your token! {player.AccountInfo.Token}"); //Tell client about connection status
                writer.Put(player.AccountInfo.Id);
                peer.Send(writer, DeliveryMethod.ReliableOrdered);                                                           //Send with reliability

                NotifyUserConnected(player);
            };

            listener.NetworkReceiveEvent += (peer, reader, method) => //Here we need to handle our next action. Depends on action type.
            {
                _serverHandler.ServerIncomingHandler(reader, peer);
                reader.Recycle();
            };

            listener.NetworkErrorEvent += (point, error) =>
            {
            };

            listener.PeerDisconnectedEvent += (peer, info) =>
            {
                var player = Utils.SetUserByEndPoint(peer, PlayerPool.List);

                var writer = new NetDataWriter();
                writer.Put(player.AccountInfo.Id);
                Broadcast(MessageType.UserDisconnected, writer);
                PlayerPool.List.Remove(player);
                ServerInfo.ConnectionsCount = _server.GetPeersCount(ConnectionState.Connected);
            };

            while (true)
            {
                _server.PollEvents();
                Thread.Sleep(15);
            }
        }
        private void CreateAction(byte[] data, int id)
        {
            var handler = new ServerHandler();

            handler.HandleClientData(data, this, id);
        }