UnityEngine.Networking.NetworkLobbyManager.OnClientReadyToBegin C# (CSharp) Method

OnClientReadyToBegin() private method

private OnClientReadyToBegin ( NetworkMessage netMsg ) : void
netMsg NetworkMessage
return void
        private void OnClientReadyToBegin(NetworkMessage netMsg)
        {
            netMsg.ReadMessage<LobbyReadyToBeginMessage>(s_LobbyReadyToBeginMessage);
            if (s_LobbyReadyToBeginMessage.slotId >= this.lobbySlots.Count<NetworkLobbyPlayer>())
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkLobbyManager OnClientReadyToBegin invalid lobby slot " + s_LobbyReadyToBeginMessage.slotId);
                }
            }
            else
            {
                NetworkLobbyPlayer player = this.lobbySlots[s_LobbyReadyToBeginMessage.slotId];
                if ((player == null) || (player.gameObject == null))
                {
                    if (LogFilter.logError)
                    {
                        Debug.LogError("NetworkLobbyManager OnClientReadyToBegin no player at lobby slot " + s_LobbyReadyToBeginMessage.slotId);
                    }
                }
                else
                {
                    player.readyToBegin = s_LobbyReadyToBeginMessage.readyState;
                    player.OnClientReady(s_LobbyReadyToBeginMessage.readyState);
                }
            }
        }