internal static void ReadAddServer(byte client, Packet packet)
        {
            string serverName        = packet.ReadString();
            int    maxNumPlayers     = packet.ReadInt();
            string mapName           = packet.ReadString();
            int    currentNumPlayers = packet.ReadInt();
            int    ping = packet.ReadInt();

            if (InternetDiscoveryTCPServer.GameServerDict.ContainsKey(serverName))
            {
                int port = int.Parse(InternetDiscoveryTCPServer.GameServerDict[serverName].StartInfo.ArgumentList[4]);
                InternetDiscoveryTCPServerSend.SendJoinServer(client, port);
                return;
            }

            Output.WriteLine($"Read AddServer from client:{client} at ip {InternetDiscoveryTCPServer.ClientDictionary[client].TCPClient.Client.RemoteEndPoint}");

            int gameServerPort =
                InternetDiscoveryTCPServer.MakeGameServer(serverName, maxNumPlayers, mapName, currentNumPlayers, ping, timeOutSeconds: 30, isServerPermanent: false);

            if (gameServerPort == -1)
            {
                Output.WriteLine(
                    $"\n==========================" +
                    $"\nNo more servers available!" +
                    $"\n==========================\n");
                InternetDiscoveryTCPServerSend.SendNoMoreServersAvailable(client);
                return;
            }
            InternetDiscoveryTCPServerSend.SendJoinServer(client, gameServerPort);
        }
        internal static void ReadJoinServerNamed(byte client, Packet packet)
        {
            string            serverName = packet.ReadString();
            GameServerProcess gameServer;

            if (!InternetDiscoveryTCPServer.GameServerDict.TryGetValue(serverName, out gameServer)) //Check if server is still running
            {
                InternetDiscoveryTCPServerSend.SendCantJoinServerDeleted(client, serverName);
                return;
            }

            //Give the port and ip to the client of server to join
            int serverPort = gameServer.ServerPort;

            InternetDiscoveryTCPServerSend.SendJoinServer(client, serverPort);
        }