/// <summary>
        /// Handle a shutdown notification message.
        /// </summary>
        /// <param name="Message">Supplies the message.</param>
        /// <param name="Source">Supplies the message sender.</param>
        private void OnRecvMessageShutdownNotify(NetworkMessage Message, GameServer Source)
        {
            BufferParser Parser = Message.GetParser();
            int SourceServerId = Parser.ReadInt32();

            Parser.FinishParsing();

            if (SourceServerId != Source.ServerId)
                return;

            //
            // Tear down any state between the two servers.
            //
        }
        /// <summary>
        /// Handle a database status notification.
        /// </summary>
        /// <param name="Message">Supplies the message.</param>
        /// <param name="Source">Supplies the message sender.</param>
        private void OnRecvMessageNotifyDatabaseStatus(NetworkMessage Message, GameServer Source)
        {
            BufferParser Parser = Message.GetParser();
            int SourceServerId = Parser.ReadInt32();
            bool DatabaseOnline = (Parser.ReadByte() == 0 ? false : true);

            Parser.FinishParsing();

            if (SourceServerId != Source.ServerId)
                return;

            lock (WorldManager)
            {
                if (Source.Online)
                    Source.DatabaseOnline = DatabaseOnline;
            }
        }
        /// <summary>
        /// Handle an IPC wakeup message received.
        /// </summary>
        /// <param name="Message">Supplies the message.</param>
        /// <param name="Source">Supplies the message sender.</param>
        private void OnRecvMessageIPCWake(NetworkMessage Message, GameServer Source)
        {
            BufferParser Parser = Message.GetParser();
            int SourceServerId = Parser.ReadInt32();
            int DestinationServerId = Parser.ReadInt32();

            Parser.FinishParsing();

            if (SourceServerId != Source.ServerId || LocalServerId != DestinationServerId)
                return;

            //
            // Signal the world manager that it should break out of the polling
            // wait and immediately check for new IPC messages that are
            // available to process.
            //

            WorldManager.SignalIPCEventWakeup();
        }