public static void ReleaseAndSendLockReleaseMessage(LockDefinition lockDefinition)
        {
            var lockResult = LockSystem.ReleaseLock(lockDefinition);

            if (lockResult)
            {
                var newMessageData = new LockReleaseMsgData
                {
                    Lock       = lockDefinition,
                    LockResult = true
                };
                MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData);
                LunaLog.Debug($"{lockDefinition.PlayerName} released lock {lockDefinition}");
            }
            else
            {
                LunaLog.Debug($"{lockDefinition.PlayerName} failed to release lock {lockDefinition}");
            }
        }
        public static void SendLockReleaseMessage(string lockName, string playerName)
        {
            var lockResult = LockSystem.ReleaseLock(lockName, playerName);

            if (lockResult)
            {
                var newMessageData = new LockReleaseMsgData
                {
                    PlayerName = playerName,
                    LockName   = lockName,
                    LockResult = true
                };
                MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData);
                LunaLog.Debug(playerName + " released lock " + lockName);
            }
            else
            {
                LunaLog.Debug(playerName + " failed to release lock " + lockName);
            }
        }