/// <summary>
 /// Handle the lobby join requests when already in game for an invite
 /// </summary>
 /// <param name="result"></param>
 private void OnLobbyJoinRequested(GameLobbyJoinRequested_t result)
 {
     // TODO: make sure join requests can be accepted if already playing.
     //       that will require setting the lobby id somewhere else and disconnecting from the game first.
     mpMenu.SetSelectedLobby(result.m_steamIDLobby);
     mpMenu.Connect();
 }
        /// <summary>
        /// Called when a server list item is clicked. It will automatically connect on double click.
        /// </summary>
        /// <param name="e"></param>
        public void OnServerItemPointerClick(BaseEventData e)
        {
            // Ignore clicks if Forge is in the process of connecting.
            if (mpMenu.IsConnecting)
            {
                return;
            }

            var eventData = (PointerEventData)e;

            for (int i = 0; i < serverList.Count; ++i)
            {
                if (serverList[i].ListItem.gameObject != eventData.pointerPress)
                {
                    continue;
                }

                SetSelectedServer(i);
                if (eventData.clickCount == 2)
                {
                    mpMenu.Connect();
                }

                return;
            }
        }