private void ConnectToServer()
        {
            //Don't heartbeat while connecting
            heartbeatTimer.Stop();

            try
            {
                State = new State
                {
                    ServerSettings = new ServerSettings
                    {
                        Password   = "",
                        ServerName = ""
                    }
                };

                client = new Sockets.Client(endpoint, port);
                client.PacketReceived        += Client_PacketReceived;
                client.ServerConnected       += Client_ServerConnected;
                client.ServerFailedToConnect += Client_ServerFailedToConnect;
                client.ServerDisconnected    += Client_ServerDisconnected;

                client.Start();
            }
            catch (Exception e)
            {
                Logger.Debug("Failed to connect to server. Retrying...");
                Logger.Debug(e.ToString());
            }
        }
        private void ConnectToServer()
        {
            //Don't heartbeat while connecting
            heartbeatTimer.Stop();

            try
            {
                State              = new State();
                State.Players      = new Player[0];
                State.Coordinators = new MatchCoordinator[0];
                State.Matches      = new Match[0];

                client = new Sockets.Client(endpoint, port);
                client.PacketRecieved        += Client_PacketRecieved;
                client.ServerConnected       += Client_ServerConnected;
                client.ServerFailedToConnect += Client_ServerFailedToConnect;
                client.ServerDisconnected    += Client_ServerDisconnected;

                client.Start();
            }
            catch (Exception e)
            {
                Logger.Debug("Failed to connect to server. Retrying...");
                Logger.Debug(e.ToString());
            }
        }