public static void SendEventMessage(Actor Actor, EventMessageScope Scope, String Message)
        {
            DatabaseLock.WaitOne();

            switch (Scope)
            {
            //Send message only to the player
            case EventMessageScope.Single:
            {
                if (Actor == null)
                {
                    break;
                }
                if (Actor.ConnectedClient == null)
                {
                    break;
                }
                PendingMessages.Add(new RawPendingMessage(Actor.ConnectedClient, Message));
            }
            break;

            //Send message to everyone in the same location as the player
            case EventMessageScope.Local:
            {
                if (Actor == null)
                {
                    break;
                }
                var location = Actor.Location as Room;
                if (location == null)
                {
                    break;
                }
                foreach (var thing in location.Contents)
                {
                    var other = thing as Actor;
                    if (other == null)
                    {
                        continue;
                    }
                    if (other.ConnectedClient == null)
                    {
                        continue;
                    }
                    PendingMessages.Add(new RawPendingMessage(other.ConnectedClient, Message));
                }
            }
            break;

            //Send message to everyone in the same location EXCEPT the player.
            case EventMessageScope.External:
            {
                if (Actor == null)
                {
                    break;
                }
                var location = Actor.Location as Room;
                if (location == null)
                {
                    break;
                }
                foreach (var thing in location.Contents)
                {
                    var other = thing as Actor;
                    if (other == null)
                    {
                        continue;
                    }
                    if (Object.ReferenceEquals(other, Actor))
                    {
                        continue;
                    }
                    if (other.ConnectedClient == null)
                    {
                        continue;
                    }
                    PendingMessages.Add(new RawPendingMessage(other.ConnectedClient, Message));
                }
            }
            break;
            }

            DatabaseLock.ReleaseMutex();
        }
		public static void SendEventMessage(Actor Actor, EventMessageScope Scope, String Message)
		{
            DatabaseLock.WaitOne();

			switch (Scope)
			{
				//Send message only to the player
				case EventMessageScope.Single:
					{
						if (Actor == null) break;
						if (Actor.ConnectedClient == null) break;
						PendingMessages.Add(new RawPendingMessage(Actor.ConnectedClient, Message));
					}
					break;

				//Send message to everyone in the same location as the player
				case EventMessageScope.Local:
					{
						if (Actor == null) break;
						var location = Actor.Location as Room;
						if (location == null) break;
						foreach (var thing in location.Contents)
						{
							var other = thing as Actor;
							if (other == null) continue;
							if (other.ConnectedClient == null) continue;
							PendingMessages.Add(new RawPendingMessage(other.ConnectedClient, Message));
						}
					}
					break;

				//Send message to everyone in the same location EXCEPT the player.
				case EventMessageScope.External:
					{
						if (Actor == null) break;
						var location = Actor.Location as Room;
						if (location == null) break;
						foreach (var thing in location.Contents)
						{
							var other = thing as Actor;
							if (other == null) continue;
							if (Object.ReferenceEquals(other, Actor)) continue;
							if (other.ConnectedClient == null) continue;
							PendingMessages.Add(new RawPendingMessage(other.ConnectedClient, Message));
						}
					}
					break;
			}

            DatabaseLock.ReleaseMutex();
        }