private void handleLogIn(PlayerCharacter pc, IncommingMessage msg)
        {
            if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect)
            {
                LogInIncommingMessage msgLogIn = (LogInIncommingMessage)msg;

                // Is acceptable character name
                if (!pcAuthentication.IsAcceptablePlayerName(msgLogIn.UserName))
                {
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "This character name is not acceptable.";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                // Does character exist
                if (!pcAuthentication.Exists(msgLogIn.UserName))
                {
                    pc.PutMessageIntoMyQueue(msgStdYouDontExist);
                    return;
                }

                try
                {
                    // Check the password
                    if (!pcAuthentication.Authenticate(msgLogIn.UserName, msgLogIn.Password))
                    {
                        LogInNotOkOutgoingMessage msgLogInNotOk =
                            (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                        msgLogInNotOk.Message = "The password is wrong!";
                        pc.PutMessageIntoMyQueue(msgLogInNotOk);
                        return;
                    }

                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to authenticate player: " + pc.Name, ex);
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "Server could not load the character!";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                // Check if already logged in
                if (getPlayerByName(msgLogIn.UserName) != null)
                {
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "You are already logged in!";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                // Clear character (current state of character is undefined!)
                pc.ClearEntityImplementation();

                pc.Name = msgLogIn.UserName; // Temporary setting user name so that deserialization may work

                // Deserialize user data
                try
                {
                    pc.Deserialize(pcDeserializer);
                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to deserialize player: " + pc.Name, ex);
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "Server could not load the character!";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                try
                {
                    // Add to dictionaries / Get EntityID
                    addEntityImplementationToWorld(pc);
                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to register player: " + pc.Name, ex);
                    LogInNotOkOutgoingMessage msgLogInNotOk =
                        (LogInNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.LOG_IN_NOT_OK);
                    msgLogInNotOk.Message = "Server could not register the character!";
                    pc.PutMessageIntoMyQueue(msgLogInNotOk);
                    return;
                }

                // TODO: Send initial data to client

                // New Minute
                NewMinuteOutgoingMessage msgNewMinute =
                    (NewMinuteOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.NEW_MINUTE);
                msgNewMinute.MinuteOfTheDay = calendar.MinuteOfTheDay;
                pc.PutMessageIntoMyQueue(msgNewMinute);

                // You Are
                YouAreOutgoingMessage msgYouAre =
                    (YouAreOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.YOU_ARE);
                msgYouAre.EntityID = pc.EntityID;
                pc.PutMessageIntoMyQueue(msgYouAre);

                // Change Map
                pc.LocationChangeMapAtEnterWorld();

                // Here Your Inventory
                HereYourInventoryOutgoingMessage msgHereYourInventory =
                    (HereYourInventoryOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.HERE_YOUR_INVENTORY);
                pc.FillOutgoingMessage(msgHereYourInventory);
                pc.PutMessageIntoMyQueue(msgHereYourInventory);

                // Here Your Stats
                HereYourStatsOutgoingMessage msgHereYourStats =
                    (HereYourStatsOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.HERE_YOUR_STATS);
                pc.FillOutgoingMessage(msgHereYourStats);
                pc.PutMessageIntoMyQueue(msgHereYourStats);

                // Log In Ok
                pc.PutMessageIntoMyQueue(msgStdLogInOk);

                // All is OK
                pc.LoginState = PlayerCharacterLoginState.LoginSuccesfull;
            }
        }