private IEnumerator checkPlayerCount(NetworkConnection conn)
{
yield return new WaitForSeconds(2f);
print ("LocalPlayersCount: " + ClientScene.localPlayers.Count);
print("ReadyConnection count: " + ClientScene.readyConnection.playerControllers.Count);
// There is a bug when after a game match finishes and a client reconnects to the server, the client is not given a player
// In such a situation, we can force the server to reload the scene and try to provide all clients a player.
if(ClientScene.localPlayers.Count > 0 && ClientScene.readyConnection.playerControllers.Count == 0)
{
Debug.LogError ("Unknown Error. Player won't spawn");
ReloadSceneMessage reloadMessage = new ReloadSceneMessage();
ClientScene.readyConnection.Send (9002, reloadMessage);
}
}