public void SendServerMessageToGroup(NetMessage message, ConnectionGroup group) { int messageLength = message.Encode(); byte error; // Send it out foreach (ClientData client in clients) { if (group == ConnectionGroup.lobby && client.inGame) { continue; } if (group == ConnectionGroup.game && !client.inGame) { continue; } if (client.connectionID == -1) { if (message.AlsoExecuteOnServer()) { message.DecodeAndExecute(client); } } NetworkTransport.Send(hostID, client.connectionID, channelID, NetMessage.buffer, messageLength, out error); } }