void SendGame_RPC(int randomGameSeed)
    {
        try
        {
            if (PhotonNetwork.isMasterClient && !gameCreated)
            {
                try
                {
                    Debug.Log("More than two players. Building game.");
                    //Here is where code should go to build personal Decks. For now we make a random deck (first 40 cards in database).
                    //Both players will use the same deck for this test app.
                    MainDeckBuilder mdb = new MainDeckBuilder();
                    List <Assets.Scripts.BattleHandler.Cards.Card> randomDeck = mdb.getRandomDeck();
                    Debug.Log("Loaded Random Decks.");

                    //Initialize Card Back
                    CardBackTexture = mdb.getCardBack() as Texture;
                    Debug.Log("Loaded CardBack Texture.");

                    //Build the players.
                    gameSeed = randomGameSeed;

                    GameObject p1Object = Instantiate((Resources.Load("Player") as UnityEngine.Object)) as GameObject;
                    GameObject p2Object = Instantiate((Resources.Load("Player") as UnityEngine.Object)) as GameObject;
                    p1 = Player.MakePlayer(p1Object, PhotonNetwork.masterClient.ID, PhotonNetwork.masterClient.name);
                    foreach (PhotonPlayer p in PhotonNetwork.playerList)
                    {
                        if (p != PhotonNetwork.masterClient)
                        {
                            p2 = Player.MakePlayer(p2Object, p.ID, p.name);
                        }
                    }

                    Debug.Log("Instantiated 2 players on the network and assigned their names/ids");

                    //Now the network manager gives a handle to the users and to the game.
                    Debug.Log("Setting p1=" + p1.id + " p2=" + p2.id + " and game seed to " + gameSeed);
                    g = new Game(p1, p2, gameSeed);
                    g.RequestSetPlayer1Deck(randomDeck);
                    g.RequestSetPlayer2Deck(randomDeck);
                    g.setCurrentGame();
                    g.StartGame();
                    //PhotonNetwork.room.SetCustomProperties(new ExitGames.Client.Photon.Hashtable() { { "game", g } });
                    //GetComponent<PhotonView>().RPC("UpdateGame_RPC", PhotonTargets.All);
                    Debug.Log("Instantiated a game on the network and started it.");
                    gameCreated = true;
                }
                catch (Exception e)
                {
                    Debug.Log("Failed to create game: " + e.Message);
                }
            }
        }
        catch (Exception e)
        {
            Debug.Log(e.Message);
        }
    }
    void OnJoinedRoom()
    {
        Debug.Log("OnJoinedRoom");
        SpawnMyPlayer();
        connecting = false;
        if (PhotonNetwork.playerList.Length == 2)
        {
            try
            {
                Debug.Log("More than two players. Building game.");
                //Here is where code should go to build personal Decks. For now we make a random deck (first 40 cards in database).
                //Both players will use the same deck for this test app.
                MainDeckBuilder mdb = new MainDeckBuilder();
                List <Assets.Scripts.BattleHandler.Cards.Card> randomDeck = mdb.getRandomDeck();
                Debug.Log("Loaded Random Decks.");

                //Initialize Card Back
                CardBackTexture = mdb.getCardBack() as Texture;
                Debug.Log("Loaded CardBack Texture.");

                //Build the players.
                int randomGameId = rand.Next();
                Debug.Log("Assigning gameId=" + randomGameId);

                GameObject p1Object = Instantiate((Resources.Load("Player") as UnityEngine.Object)) as GameObject;
                GameObject p2Object = Instantiate((Resources.Load("Player") as UnityEngine.Object)) as GameObject;
                p1 = Player.MakePlayer(p1Object, PhotonNetwork.masterClient.ID, PhotonNetwork.masterClient.name);
                foreach (PhotonPlayer p in PhotonNetwork.playerList)
                {
                    if (p != PhotonNetwork.masterClient)
                    {
                        p2 = Player.MakePlayer(p2Object, p.ID, p.name);
                    }
                }
                Debug.Log("Instantiated 2 players on the network and assigned their names/ids");

                //Now the network manager gives a handle to the users and to the game.
                g = new Game(p1, p2, randomGameId);
                Debug.Log("Setting p1=" + p1.id + " p2=" + p2.id);
                g.RequestSetPlayer1Deck(randomDeck);
                g.RequestSetPlayer2Deck(randomDeck);
                g.setCurrentGame();
                g.StartGame();
                Debug.Log("Instantiated a game on the network and started it.");
                gameCreated = true;
                GetComponent <PhotonView>().RPC("SendGame_RPC", PhotonTargets.All, randomGameId);
                Debug.Log("Sent other client id the game seed=" + randomGameId);
            }
            catch (Exception e)
            {
                Debug.Log("Failed to create game: " + e.Message);
            }
        }
    }