/// Messages from clients will be structure as 2 bytes (e.g. 11, 12, 21, etc)
        /// First = players ID (Each player will be assigned an ID by the server)
        /// Second = player action/state
        public void checkMessages()
        {
            NetIncomingMessage message;

            while ((message = server.ReadMessage()) != null)
            {
                switch (message.MessageType)
                {
                case NetIncomingMessageType.Data:
                    // handle client messages
                    string msg = message.ReadString();
                    if (!msg.ToString().Equals("0"))
                    {
                        string[] mess   = msg.Split('/');
                        string   id     = mess[0];
                        string   action = mess[1];
                        DateTime time   = Convert.ToDateTime(mess[2]);

                        ServerPlayer p = getPlayer(id);
                        if (p == null)
                        {
                            Console.WriteLine("ERROR OCCURED: Unable to find player via ID (" + id + ")");
                        }
                        else
                        {
                            applyLogic(p, action);     // Update player accordingly
                            string send = id + "/" + p.getX() + "/" + p.getY();
                            sendMessages(send, null);  // Send updated pos to all players
                        }
                    }
                    break;

                case NetIncomingMessageType.StatusChanged:
                    // handle connection status messages
                    if (message.SenderConnection.Status == NetConnectionStatus.Connected)
                    {
                        Tuple <int, int> startPos = world.getPlayerPos();
                        ServerPlayer     player   = new ServerPlayer(startPos.Item1, startPos.Item2, message.SenderConnection);
                        player.setID(currID.ToString());
                        currID++;
                        players.Add(player);
                        sendMessages(player.getID(), message.SenderConnection);
                    }
                    else if (message.SenderConnection.Status == NetConnectionStatus.Disconnected)
                    {
                        for (int pos = 0; pos < players.Count; pos++)
                        {
                            if (message.SenderConnection == players[pos].getRecipiant())
                            {
                                players.RemoveAt(pos);
                            }
                        }
                    }
                    break;

                case NetIncomingMessageType.WarningMessage:
                    Console.WriteLine(message.ReadString());
                    break;

                default:
                    Console.WriteLine("Unhandled message with type: " + message.MessageType);
                    Console.WriteLine(message.ReadString());
                    break;
                }
            }
        }