/// <summary>
        /// Sends the allocated id back to the client.
        /// </summary>
        /// <param name="senderSocket">Sender socket.</param>
        /// <param name="allocatedId">Allocated identifier.</param>
        private static void SendIdToClient(Socket senderSocket, int allocatedId)
        {
            Packet toSend = new Packet(-1, allocatedId, RequestType.Register);

            toSend.AddArgument(ServerConstants.ArgumentNames.Id, allocatedId.ToString());

            String jsonString = JsonConvert.SerializeObject(toSend);

            jsonString += ServerConstants.endOfPacket;

            Send(senderSocket, jsonString);
        }
        private static void HandleConnectToGameRequest(Packet receivedPacket)
        {
            ClientType clientType = (ClientType)((int)receivedPacket.Arguments[ServerConstants.ArgumentNames.SenderType]);

            switch (clientType)
            {
            case ClientType.Agent:
            {
                int idAgentTryingToConnect = receivedPacket.SenderId;

                bool didFindGame = false;

                foreach (var clientData in MyClients)
                {
                    isConnecting.WaitOne();

                    if (clientData.ClientType == ClientType.GameMaster && clientData.NumberOfSpotsAvailable > 0)
                    {
                        clientData.NumberOfSpotsAvailable--;

                        Packet forAgent = new Packet(-1, idAgentTryingToConnect, RequestType.ConnectToGame);
                        forAgent.AddArgument("GameMasterId", clientData.Id);
                        forAgent.AddArgument("DidFindGame", true);


                        Packet forGameMaster = new Packet(-1, clientData.Id, RequestType.ConnectToGame);
                        forGameMaster.AddArgument("NewPlayerId", idAgentTryingToConnect);

                        HandleSendRequest(forAgent);
                        HandleSendRequest(forGameMaster);

                        didFindGame = true;

                        isConnecting.ReleaseMutex();

                        break;
                    }

                    isConnecting.ReleaseMutex();
                }


                if (!didFindGame)
                {
                    Packet forAgent = new Packet(-1, idAgentTryingToConnect, RequestType.ConnectToGame);
                    forAgent.AddArgument("DidFindGame", false);
                }

                break;
            }

            case ClientType.GameMaster:
            {
                int sendingGameMasterId = receivedPacket.SenderId;
                int indexInClientsList  = GetIndexOfDestinationInClients(sendingGameMasterId);

                int newNumberOfPlayers = (int)receivedPacket.Arguments["UpdatedNumberOfPlayers"];

                MyClients[indexInClientsList].NumberOfSpotsAvailable = newNumberOfPlayers;

                break;
            }

            default:
                Console.WriteLine("Invalid request received, do nothing.");
                break;
            }
        }