// Answers
    private void Send_Answer_GameServerDetails()
    {
        // Sends connectionId a selected GameServer's details
        string newMessage = "Answer_GameServerDetails|";

        if (gameServers.Count > 0)
        {
            ConnectedGameServer highestPopGameServer = gameServers.Where(gs => gs.population < gameServerPopCap).ToList().OrderByDescending(gs => gs.population).ToList()[0];                           // Get highest population gameServer that isn't full

            // Add the GameServer's ipAddress and port to the message
            newMessage += highestPopGameServer.ipAddress + "|" + highestPopGameServer.port;
        }
        else
        {
            newMessage += "NoServersFound";
        }

        // Send to all clients awaiting a GameServer
        foreach (ConnectedClient client in clientsWaitingForGameServer)
        {
            Send(newMessage, connectionData.channelReliable, client.connectionId);
        }

        clientsWaitingForGameServer.Clear();
    }
    private void OnDisconnect(int connectionId)
    {
        // Check if the disconnect was a gameServer or a client; remove them from the lists

        // Remove if GameServer
        if (gameServers.Exists(gs => gs.connectionId == connectionId))
        {
            ConnectedGameServer gameServerDisconnected = gameServers.Single(gs => gs.connectionId == connectionId);
            if (gameServerDisconnected != null)
            {
                UnityEngine.Debug.Log("GameServer Disconnected - Removing GameServer from gameServers list");

                // Open this GameServer's port in the ports list
                gameServerPorts[gameServerDisconnected.port] = true;                                    // Reopen port

                gameServers.Remove(gameServerDisconnected);
                return;
            }
        }

        // Remove if Client
        if (clients.Exists(gs => gs.connectionId == connectionId))
        {
            ConnectedClient clientDisconnected = clients.Single(cl => cl.connectionId == connectionId);
            if (clientDisconnected != null)
            {
                UnityEngine.Debug.Log("Client Disconnected - Removing Client from clients list");
                clients.Remove(clientDisconnected);
                return;
            }
        }
    }