/// <summary> /// Send an IGameMessage message to all connected clients except sender of the message. /// </summary> /// <param name="Message">Message to be send.</param> public void SendMessage(IGameMessage Message) { try { List <NetConnection> AllConnections = this.m_networkClass.m_netServer.Connections; AllConnections.Remove(this.netConnection); if (AllConnections.Count > 0) { NetOutgoingMessage netOutgoingMessage = this.m_networkClass.m_netServer.CreateMessage(); netOutgoingMessage.Write((byte)Message.MessageType); Message.EncodeMessage(netOutgoingMessage); this.m_networkClass.m_netServer.SendMessage(netOutgoingMessage, AllConnections, NetDeliveryMethod.ReliableOrdered, 0); } } catch (Exception e) { Log.HandleEmptyMessage(); Log.HandleLog(LOGMessageTypes.Error, e.ToString()); Log.HandleEmptyMessage(); } }