private void On_Create_Lobby_Success( EPersistenceID player_id, EMessageRequestID request_id, ELobbyID lobby_id )
        {
            CServerLobby lobby = Get_Lobby( lobby_id );

            CConnectedPlayer player = CConnectedPlayerManager.Instance.Get_Player_By_Persistence_ID( player_id );
            player.On_Join_Lobby_Success( lobby_id );

            CLog.Log( ELoggingChannel.Lobby, ELogLevel.Medium, String.Format( "Player {0}'s lobby {1} successfully created.",
                                                                                                    player.Name,
                                                                                                    lobby.GameDescription ) );

            CCreateLobbySuccess create_response = new CCreateLobbySuccess( request_id, lobby.Clone_State() );
            CServerMessageRouter.Send_Message_To_Player( create_response, player_id );

            if ( lobby.IsPublic )
            {
                CServerLobbyBrowserManager.Instance.Notify_Browsers_Of_New_Lobby( lobby_id );
            }
        }
 private void Handle_Create_Success( CCreateLobbySuccess message )
 {
     CClientResource.Output_Text< EClientTextID >( EClientTextID.Client_Lobby_Create_Success );
     Join_Lobby( message.LobbyState );
 }