/// <summary>
        /// response for game status
        /// </summary>
        /// <param name="body"></param>
        /// <param name="gameid"></param>
        /// <param name="brief"></param>
        private void GetGameStatus(string body, string gameid, string brief)
        {
            HttpStatusCode httpStatus;
            GameInfo       game;

            if (brief.Equals("yes"))
            {
                game = service.GetGameStatus(gameid, "yes", out httpStatus);
            }
            else
            {
                game = service.GetGameStatus(gameid, "no", out httpStatus);
            }


            string res = ("HTTP/1.1 " + (int)httpStatus + " " + httpStatus + "\r\n");

            if ((int)httpStatus / 100 == 2)
            {
                string result = JsonConvert.SerializeObject(game);
                res += ("Content-Type: application/json\r\n");
                res += ("Content-Length: " + Encoding.UTF8.GetByteCount(result) + "\r\n");
                res += "\r\n";
                res += result;
            }
            else
            {
                res += "\r\n";
            }

            socket.BeginSend(res, (x, y) => { socket.Shutdown(SocketShutdown.Both); }, null);
        }
        /// <summary>
        /// Given the proper parameters, it runs the correct method in our BoggleServer and sends the response message.
        /// This is essentially covering the functionality of IBoggleService from before.
        /// </summary>
        /// <param name="Type"></param>
        /// <param name="GameID"></param>
        /// <param name="IsBrief"></param>
        /// <param name="content"></param>
        private void ParseMessage(string Type, string Url, string GameID, string IsBrief, dynamic content)
        {
            HttpStatusCode status;

            // Each method we call should return the object we to JSON encoded

            if (Type == "POST")
            {
                // CreateUser
                if (Url == "users")
                {
                    UserID ReturnID = server.CreateUser(content, out status);
                    CompileMessage(status, ReturnID);
                }
                // JoinGame
                else if (Url == "games")
                {
                    GameIDReturn IDReturn = server.JoinGame(content, out status);
                    CompileMessage(status, IDReturn);
                }
            }
            else if (Type == "PUT")
            {
                // CancelJoinRequest
                if (Url == "games" && GameID == string.Empty)
                {
                    server.CancelJoinRequest(content, out status);
                    CompileMessage(status, null);
                }
                // PlayWord
                else
                {
                    ScoreReturn Score = server.PlayWord(content, GameID, out status);
                    CompileMessage(status, Score);
                }
            }
            // GetGameStatus
            else
            {
                Game CurrentGame = new Game();
                CurrentGame = server.GetGameStatus(GameID, IsBrief, out status);
                CompileMessage(status, CurrentGame);
            }
        }