/// <summary>
        /// Sent by player how wants to create a new room
        /// </summary>
        /// <param name="connectionId">Room creator connection id</param>
        /// <param name="maxPlayers">Max players in room</param>
        /// <param name="deckSize">Deck size in room</param>
        public static void CreateRoom(long connectionId, int maxPlayers, int deckSize, double bet)
        {
            var client = ClientManager.GetConnectedClient(connectionId);

            Log.WriteLine("[" + client + "] wants to create room.", typeof(RoomManager));

            if (client.IsInRoom)
            {
                Log.WriteLine("[" + client + "] is already in room. Abort.", typeof(RoomManager));
                return;
            }

            //Validate
            if (maxPlayers < 2 || maxPlayers > 6 ||
                !(deckSize == 24 || deckSize == 36 || deckSize == 52))
            {
                //Send incorrect room
                return;
            }

            RoomInstance room = CreateNewRoomInstance(connectionId);

            room.MaxPlayers = maxPlayers;
            room.DeckSize   = deckSize;
#if TEST_MODE_TWO_CARDS
            room.DeckSize = 4;
#endif
            room.HostId = connectionId;
            room.Bet    = bet;


            //Client joins random room
            if (room.JoinRoom(connectionId))
            {
                //Send 'OK' if room has free slots
                ServerSendPackets.Send_JoinRoomOk(connectionId, room.RoomId);
            }
        }
        /// <summary>
        /// Adds player to room
        /// </summary>
        public static bool JoinRoom(long connectionId, long roomId)
        {
            //Getting not-full rooms
            var availableRooms = GetAvailableRooms().ToArray();

            RoomInstance roomToJoin = availableRooms.Single(room => room.RoomId == roomId);

            //If this room is not present
            if (roomToJoin == null)
            {
                //todo send fail to join
                //ServerSendPackets.Send_FaliToJoin(connectionId);
                return(false);
            }

            if (roomToJoin.JoinRoom(connectionId))
            {
                //Send 'OK' if room has free slots
                ServerSendPackets.Send_JoinRoomOk(connectionId, roomToJoin.RoomId);
                return(true);
            }

            return(false);
        }