/// <summary>
        /// Shutdown the server socket.
        /// </summary>
        public void Shutdown()
        {
            for (int i = 0; i < clients.Length; i++)
            {
                if (clients[i] != null)
                {
                    SendMsg(i, UCCommand.ServerShutDown);
                }
            }

            DebugUtilities.Log("Notified all clients.");

            NetworkUtilities.ShutdownSocket(serverSocket);
        }
        private void DeregisterClient(Socket socket, int playerId)
        {
            if (playerId < clients.Length && clients[playerId] != null)
            {
                cmdHandler.Deregister(playerId);

                // Todo: Toggle this line for testing later.
                NetworkUtilities.ShutdownSocket(clients[playerId]);
                clients[playerId] = null; // release space for new client
            }
            else
            {
                PlayerNotFound(socket, playerId);
            }
        }