internal SimpleLinkedList<Node> GetNodesForMessage(RelayMessage message)
		{
			SimpleLinkedList<Node> nodes = null;
			
			if (message == null || message.RelayTTL < 1 || NodeGroups == null)
			{
				return new SimpleLinkedList<Node>();
			}

			const bool useLegacySerialization = true;

			//commands that, from out of system, route to all groups
			if (message.IsGroupBroadcastMessage)
			{
				message.PrepareMessageToBeSent(useLegacySerialization);
				if (MyNodeGroup == null)//out of system: all groups	
				{
					nodes = new SimpleLinkedList<Node>();
					for (int groupIndex = 0; groupIndex < this.NodeGroups.Count; groupIndex++)
					{
						nodes.Push(NodeGroups[groupIndex].GetNodesForMessage(message));							
					}
				}
				else//In system: my group
				{
					nodes = MyNodeGroup.MyCluster.GetNodesForMessage(message);						
				}
			}
			else
			{
				//Commands that always route to a single group
				NodeGroup group = GetNodeGroup(message.TypeId);
				if (group != null)
				{
					message.PrepareMessageToBeSent(group.GroupDefinition.LegacySerialization);
					nodes = group.GetNodesForMessage(message);
				}
				else
				{
					message.PrepareMessageToBeSent(useLegacySerialization);
					if (_log.IsErrorEnabled)
						_log.ErrorFormat("No group found for {0}", message);
					nodes = new SimpleLinkedList<Node>();
				}
			}
			
			if (nodes == null)
			{
				nodes = new SimpleLinkedList<Node>();
			}

			// If no nodes are returned, we predict that the caller
			// will drop the message.  Therefore we call the notification delegate.
			// This is admittedly a kludgy solution, but the only one 
			// available without changing this method's signature.
			// A better solution should be adopted. [tchow 01/29/2008]
			if (nodes.Count == 0)
			{
				Forwarder.RaiseMessageDropped(message);
			}

			return nodes;
		}
        internal SimpleLinkedList <Node> GetNodesForMessage(RelayMessage message)
        {
            SimpleLinkedList <Node> nodes = null;

            if (message == null || message.RelayTTL < 1 || NodeGroups == null)
            {
                return(new SimpleLinkedList <Node>());
            }

            const bool useLegacySerialization = true;

            //commands that, from out of system, route to all groups
            if (message.IsGroupBroadcastMessage)
            {
                message.PrepareMessageToBeSent(useLegacySerialization);
                if (MyNodeGroup == null)                //out of system: all groups
                {
                    nodes = new SimpleLinkedList <Node>();
                    for (int groupIndex = 0; groupIndex < this.NodeGroups.Count; groupIndex++)
                    {
                        nodes.Push(NodeGroups[groupIndex].GetNodesForMessage(message));
                    }
                }
                else                //In system: my group
                {
                    nodes = MyNodeGroup.MyCluster.GetNodesForMessage(message);
                }
            }
            else
            {
                //Commands that always route to a single group
                NodeGroup group = GetNodeGroup(message.TypeId);
                if (group != null)
                {
                    message.PrepareMessageToBeSent(group.GroupDefinition.LegacySerialization);
                    nodes = group.GetNodesForMessage(message);
                }
                else
                {
                    message.PrepareMessageToBeSent(useLegacySerialization);
                    if (_log.IsErrorEnabled)
                    {
                        _log.ErrorFormat("No group found for {0}", message);
                    }
                    nodes = new SimpleLinkedList <Node>();
                }
            }

            if (nodes == null)
            {
                nodes = new SimpleLinkedList <Node>();
            }

            // If no nodes are returned, we predict that the caller
            // will drop the message.  Therefore we call the notification delegate.
            // This is admittedly a kludgy solution, but the only one
            // available without changing this method's signature.
            // A better solution should be adopted. [tchow 01/29/2008]
            if (nodes.Count == 0)
            {
                Forwarder.RaiseMessageDropped(message);
            }

            return(nodes);
        }