UnityEngine.Networking.ClientScene.OnOwnerMessage C# (CSharp) Method

OnOwnerMessage() private static method

private static OnOwnerMessage ( NetworkMessage netMsg ) : void
netMsg NetworkMessage
return void
        private static void OnOwnerMessage(NetworkMessage netMsg)
        {
            PlayerController controller;
            NetworkIdentity identity;
            netMsg.ReadMessage<OwnerMessage>(s_OwnerMessage);
            if (LogFilter.logDebug)
            {
                Debug.Log(string.Concat(new object[] { "ClientScene::OnOwnerMessage - connectionId=", netMsg.conn.connectionId, " netId: ", s_OwnerMessage.netId }));
            }
            if (netMsg.conn.GetPlayerController(s_OwnerMessage.playerControllerId, out controller))
            {
                controller.unetView.SetNotLocalPlayer();
            }
            if (s_NetworkScene.GetNetworkIdentity(s_OwnerMessage.netId, out identity))
            {
                identity.SetConnectionToServer(netMsg.conn);
                identity.SetLocalPlayer(s_OwnerMessage.playerControllerId);
                InternalAddPlayer(identity, s_OwnerMessage.playerControllerId);
            }
            else
            {
                PendingOwner item = new PendingOwner {
                    netId = s_OwnerMessage.netId,
                    playerControllerId = s_OwnerMessage.playerControllerId
                };
                s_PendingOwnerIds.Add(item);
            }
        }