private void OnJoinLobbyMessage(NetworkMessage netMsg)
    {
        var playerName = netMsg.ReadMessage <MessageTypes.JoinLobbyMessage>().playerName;

        playerName = MakeUnique(playerName);

        int connectionId = netMsg.conn.connectionId;
        //Debug.Log(String.Format("Adding player {0} with connectionId {1} to lobby",  playerName, connectionId));

        // create player object, add to list of players in lobby
        Player player = new Player(playerName, connectionId);

        _playersInLobby.Add(player);
        _playerConnections[connectionId] = player;

        // send the player his unique name
        var msg = new MessageTypes.PlayerNameMessage();

        msg.playerName = playerName;
        NetworkServer.SendToClient(connectionId, (short)MessageTypes.MessageType.PLAYER_NAME, msg);

        // send game list to the player
        ResendLists();
    }
    private void OnJoinLobbyMessage(NetworkMessage netMsg)
    {
        var playerName = netMsg.ReadMessage<MessageTypes.JoinLobbyMessage>().playerName;
        playerName = MakeUnique(playerName);

        int connectionId = netMsg.conn.connectionId;
        //Debug.Log(String.Format("Adding player {0} with connectionId {1} to lobby",  playerName, connectionId));

        // create player object, add to list of players in lobby
        Player player = new Player(playerName, connectionId);
        _playersInLobby.Add(player);
        _playerConnections[connectionId] = player;

        // send the player his unique name
        var msg = new MessageTypes.PlayerNameMessage();
        msg.playerName = playerName;
        NetworkServer.SendToClient(connectionId, (short)MessageTypes.MessageType.PLAYER_NAME, msg);

        // send game list to the player
        ResendLists();
    }