private void OnServerReconnectPlayerMessage(NetworkMessage netMsg)
{
ReconnectMessage message = netMsg.ReadMessage<ReconnectMessage>();
if (LogFilter.logDev)
{
Debug.Log(string.Concat(new object[] { "OnReconnectMessage: connId=", message.oldConnectionId, " playerControllerId:", message.playerControllerId, " netId:", message.netId }));
}
GameObject oldPlayer = this.FindPendingPlayer(message.oldConnectionId, message.netId, message.playerControllerId);
if (oldPlayer == null)
{
if (LogFilter.logError)
{
Debug.LogError(string.Concat(new object[] { "OnReconnectMessage connId=", message.oldConnectionId, " player null for netId:", message.netId, " msg.playerControllerId:", message.playerControllerId }));
}
}
else if (oldPlayer.activeSelf)
{
if (LogFilter.logError)
{
Debug.LogError("OnReconnectMessage connId=" + message.oldConnectionId + " player already active?");
}
}
else
{
if (LogFilter.logDebug)
{
Debug.Log("OnReconnectMessage: player=" + oldPlayer);
}
NetworkReader extraMessageReader = null;
if (message.msgSize != 0)
{
extraMessageReader = new NetworkReader(message.msgData);
}
if (message.playerControllerId != -1)
{
if (extraMessageReader == null)
{
this.OnServerReconnectPlayer(netMsg.conn, oldPlayer, message.oldConnectionId, message.playerControllerId);
}
else
{
this.OnServerReconnectPlayer(netMsg.conn, oldPlayer, message.oldConnectionId, message.playerControllerId, extraMessageReader);
}
}
else
{
this.OnServerReconnectObject(netMsg.conn, oldPlayer, message.oldConnectionId);
}
}
}