/// <summary> /// Takes a string and sends it to the server using the TCP connection. /// </summary> /// <param name="targetGroup"></param> /// <param name="bodyMessage"></param> public void SendChatMessage(ChatGroup targetGroup, string bodyMessage) { Message chatMessage = null; ManagedMessage managedReference; if (ChatMessage.CreateChatMessage(this.owner, targetGroup, bodyMessage, out chatMessage) == Error.ErrorType.Ok) { managedReference = (ManagedMessage)chatMessage; PacketHandler.EncodeRawPacket(ref managedReference.OwnerNetworkEntity.ownerNetworkCollection.rawBuffer); if (!((GameClient)this.owner).OutgoingTCPQueue.EnqueueCommandMessage(ref chatMessage)) { chatMessage.Release(); chatMessage = null; } //KSPMGlobals.Globals.KSPMServer.outgoingMessagesQueue.EnqueueCommandMessage(ref chatMessage); } }