/// <summary>
        /// попытка соединения
        /// </summary>
        private static void ConnectCallback(IAsyncResult ar)
        {
            JoinGamePage page = null;

            try
            {
                StateObject state  = (StateObject)ar.AsyncState;
                Socket      client = state.workSocket;


                page = (JoinGamePage)state.obj;

                client.EndConnect(ar);

                Console.WriteLine("Socket connected to {0}", client.RemoteEndPoint.ToString());

                JObject jObject = new JObject();
                jObject.Add(JsonStructInfo.Type, Request.EnumTypeToString(Request.RequestTypes.GetGames));
                jObject.Add(JsonStructInfo.Result, "");

                string s = jObject.ToString() + JsonStructInfo.EndOfMessage;

                Send(state, s);
            }
            catch (Exception e)
            {
                GoToErrorPage(page);
                Debug.WriteLine(e.ToString());
                return;
            }
        }
        /// <summary>
        /// Получение ответа от сервера
        /// </summary>
        private static async void ReceiveCallback(IAsyncResult ar)
        {
            Frame parent = null;
            Page  page   = null;

            try
            {
                // Retrieve the state object and the client socket
                // from the asynchronous state object.
                StateObject  state     = (StateObject)ar.AsyncState;
                Socket       client    = state.workSocket;
                JoinGamePage startPage = state.obj as JoinGamePage;

                page = (JoinGamePage)state.obj;

                await page.Dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Normal, () =>
                {
                    parent = page.Parent as Frame;
                });

                // Read data from the remote device.
                int bytesRead = client.EndReceive(ar);

                if (bytesRead > 0)
                {
                    // There might be more data, so store the data received so far.
                    state.sb.Append(Encoding.UTF8.GetString(state.buffer, 0, bytesRead));

                    // Get the rest of the data.
                    client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0, new AsyncCallback(ReceiveCallback), state);
                }
                else
                {
                    // All the data has arrived; put it in response.
                    if (state.sb.Length > 1)
                    {
                        string resp = state.sb.ToString();
                        response = resp.Remove(resp.LastIndexOf(JsonStructInfo.EndOfMessage));
                    }

                    client.Shutdown(SocketShutdown.Both);
                    client.Close();

                    pingDone.Set();
                }
            } catch (Exception e)
            {
                GoToErrorPage(page);
                Debug.WriteLine(e.ToString());
                return;
            }
        }
        /// <summary>
        /// Отправка сообщения на сервер.
        /// </summary>
        private static void Send(StateObject state, String data)
        {
            JoinGamePage page = null;

            try
            {
                Socket client = state.workSocket;

                page = (JoinGamePage)state.obj;

                byte[] byteData = Encoding.UTF8.GetBytes(data);

                client.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), state);
            }
            catch (Exception e)
            {
                GoToErrorPage(page);
                Debug.WriteLine(e.ToString());
                return;
            }
        }