UnityEngine.Networking.NetworkManager.OnServerConnectInternal C# (CSharp) Method

OnServerConnectInternal() private method

private OnServerConnectInternal ( NetworkMessage netMsg ) : void
netMsg NetworkMessage
return void
        internal void OnServerConnectInternal(NetworkMessage netMsg)
        {
            if (LogFilter.logDebug)
            {
                Debug.Log("NetworkManager:OnServerConnectInternal");
            }
            netMsg.conn.SetMaxDelay(this.m_MaxDelay);
            if (this.m_MaxBufferedPackets != 0x200)
            {
                for (int i = 0; i < NetworkServer.numChannels; i++)
                {
                    netMsg.conn.SetChannelOption(i, ChannelOption.MaxPendingBuffers, this.m_MaxBufferedPackets);
                }
            }
            if (!this.m_AllowFragmentation)
            {
                for (int j = 0; j < NetworkServer.numChannels; j++)
                {
                    netMsg.conn.SetChannelOption(j, ChannelOption.AllowFragmentation, 0);
                }
            }
            if ((networkSceneName != "") && (networkSceneName != this.m_OfflineScene))
            {
                StringMessage msg = new StringMessage(networkSceneName);
                netMsg.conn.Send(0x27, msg);
            }
            if (this.m_MigrationManager != null)
            {
                this.m_MigrationManager.SendPeerInfo();
            }
            this.OnServerConnect(netMsg.conn);
        }