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

OnServerReadyToBeginMessage() private method

private OnServerReadyToBeginMessage ( NetworkMessage netMsg ) : void
netMsg NetworkMessage
return void
        private void OnServerReadyToBeginMessage(NetworkMessage netMsg)
        {
            PlayerController controller;
            if (LogFilter.logDebug)
            {
                Debug.Log("NetworkLobbyManager OnServerReadyToBeginMessage");
            }
            netMsg.ReadMessage<LobbyReadyToBeginMessage>(s_ReadyToBeginMessage);
            if (!netMsg.conn.GetPlayerController(s_ReadyToBeginMessage.slotId, out controller))
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerId " + s_ReadyToBeginMessage.slotId);
                }
            }
            else
            {
                NetworkLobbyPlayer component = controller.gameObject.GetComponent<NetworkLobbyPlayer>();
                component.readyToBegin = s_ReadyToBeginMessage.readyState;
                LobbyReadyToBeginMessage msg = new LobbyReadyToBeginMessage {
                    slotId = component.slot,
                    readyState = s_ReadyToBeginMessage.readyState
                };
                NetworkServer.SendToReady(null, 0x2b, msg);
                this.CheckReadyToBegin();
            }
        }