/// <summary>
        /// A Callback that's called when a new client connects.
        /// Gets the client's desired player name, sends the client
        /// their player and the world, and then starts listening
        /// for move and split requests.
        /// </summary>
        /// <param name="state">The state object of the newly added player, it contains its socket, callback and str builder.</param>
        static void ReceivePlayerName(PreservedState state)
        {
            // Pull the player name from the state obj str builder and then clear it.
            String playerName = state.strBuilder.ToString();

            state.strBuilder.Clear();

            // Remove the \n from the end of the player name.
            playerName = playerName.Substring(0, playerName.Length - 1);

            // Declare team id and player cube out here so it can be used in all the locks.
            int team_id;

            Cube playerCube;

            // Lock the world in order to generate information to build the player cube.
            lock (world)
            {
                // Create the player's cube atributes
                Point playerXY = world.GetPlayerSpawnLoc();

                int argb_color = world.SetCubeColor();

                double mass = world.INITIAL_PLAYER_MASS;

                int playerUid = world.GetNextUID();

                team_id = playerUid;

                // Generate the player cube and add it to the world, new players list, and teams list.
                playerCube = new Cube(playerXY.X, playerXY.Y, argb_color, playerUid, team_id, false, playerName, mass);

                world.AddOrUpdateCube(playerCube);

                // Create a team for the player
                world.Teams.Add(team_id, new List <Cube>()
                {
                    playerCube
                });

                // Start tracking the player's team's stats
                PlayerSessionStats session = new PlayerSessionStats();
                session.MaximumMass = world.INITIAL_PLAYER_MASS;
                session.CurrentMass = world.INITIAL_PLAYER_MASS;

                world.TeamStatistics.Add(team_id, session);
            }

            // Lock the client sockets set inorder to add the newly created players socket to it.
            lock (clientSocketsLocker)
            {
                ClientSockets.Add(state.socket, team_id);
            }

            // Serialize the player cube to send it to the client.
            String playerCubeStr = JsonConvert.SerializeObject(playerCube) + "\n";

            // Send player their cube
            Network.Send(state.socket, playerCubeStr);

            // Update the callback in order to handle more players potentially adding.
            state.callBack = HandleClientGameRequests;

            // Since there are now players in the game, set this to false so updates can happen.
            noPlayersJoined = false;

            // Send player the current state of the world
            lock (world)
            {
                StringBuilder worldCubes = new StringBuilder();

                foreach (Cube cube in world.Cubes)
                {
                    worldCubes.Append(JsonConvert.SerializeObject(cube) + '\n');
                }

                Network.Send(state.socket, worldCubes.ToString());
            }

            // Request more data from the server.
            Network.i_want_more_data(state);
        }