private void ReceivePlayerName(SocketState state)
        {
            if (state.ErrorOccured)
            {
                return; // Possibly need to add something
            }
            List <string> socketData = ExtractSocketData(state, 1);
            string        playerName = socketData[0];

            playerName = playerName.Trim();

            // the order of these next operations is very important!!!
            int playerID = gameController.NewPlayerJoined(playerName);

            state.OnNetworkAction = ReceiveMessage;
            SendStartupInfo(state, playerID, gameController.GameSettings.UniverseSize);
            AddClient(state, playerID);
            Networking.GetData(state);
        }