/// <summary>
        /// QueueMessage prepares a Message object containing our data to send and queues this Message object in the OutboundMessageQueue.
        /// </summary>
        /// <remarks></remarks>
        public void SendToClient(object obj, Socket argClient)
        {
            // serialize the Packet into a stream of bytes which is suitable for sending with the Socket
            System.Runtime.Serialization.Formatters.Binary.BinaryFormatter mSerializer = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();
            using (System.IO.MemoryStream mSerializerStream = new System.IO.MemoryStream())
            {
                mSerializer.Serialize(mSerializerStream, obj);

                // get the serialized Packet bytes
                byte[] mPacketBytes = mSerializerStream.GetBuffer();

                // convert the size into a byte array
                byte[] mSizeBytes = BitConverter.GetBytes(mPacketBytes.Length + 4);

                // create the async state object which we can pass between async methods
                SocketGlobals.AsyncSendState mState = new SocketGlobals.AsyncSendState(argClient);

                // resize the BytesToSend array to fit both the mSizeBytes and the mPacketBytes
                // TODO: ReDim mState.BytesToSend(mPacketBytes.Length + mSizeBytes.Length - 1)
                Array.Resize(ref mState.BytesToSend, mPacketBytes.Length + mSizeBytes.Length);

                // copy the mSizeBytes and mPacketBytes to the BytesToSend array
                Buffer.BlockCopy(mSizeBytes, 0, mState.BytesToSend, 0, mSizeBytes.Length);
                Buffer.BlockCopy(mPacketBytes, 0, mState.BytesToSend, mSizeBytes.Length, mPacketBytes.Length);

                Array.Clear(mSizeBytes, 0, mSizeBytes.Length);
                Array.Clear(mPacketBytes, 0, mPacketBytes.Length);

                Console.Write("");

                // queue the Message
                Console.WriteLine("Server (SendToClient): NextOffset: {0}; NextLength: {1}", mState.NextOffset(), mState.NextLength());
                argClient.BeginSend(mState.BytesToSend, mState.NextOffset(), mState.NextLength(), SocketFlags.None, new AsyncCallback(MessagePartSent), mState);
            }
        }
        public void MessagePartSent(IAsyncResult ar)
        {
            // get the async state object which was returned by the async beginsend method
            SocketGlobals.AsyncSendState mState = (SocketGlobals.AsyncSendState)ar.AsyncState;

            try
            {
                int numBytesSent = 0;

                // call the EndSend method which will succeed or throw an error depending on if we are still connected
                numBytesSent = mState.Socket.EndSend(ar);

                // increment the total amount of bytes processed so far
                mState.Progress += numBytesSent;

                // determine if we havent' sent all the data for this Packet yet
                if (mState.NextLength() > 0)
                {
                    // we need to send more data
                    mState.Socket.BeginSend(mState.BytesToSend, mState.NextOffset(), mState.NextLength(), SocketFlags.None, new AsyncCallback(MessagePartSent), mState);
                }
                else
                {
                    Console.WriteLine("Server MessagePartSent completed. Clearing stuff...");

                    Array.Clear(mState.BytesToSend, 0, mState.BytesToSend.Length);

                    //mState.Socket.Dispose(); // x?x? n
                    mState = null;
                }

                // at this point, the EndSend succeeded and we are ready to send something else!
            }
            catch (Exception ex)
            {
                myLogger.Log("DataSent error: " + ex.Message);
            }
        }