UnityEditor.ASConfigWindow.DoConnect C# (CSharp) Method

DoConnect() private method

private DoConnect ( ) : void
return void
        private void DoConnect()
        {
            AssetServer.RemoveMaintErrorsFromConsole();
            int result = 0x29ed;
            string serverAddress = this.serverAddress;
            if (serverAddress.IndexOf(":") > 0)
            {
                int.TryParse(serverAddress.Substring(serverAddress.IndexOf(":") + 1), out result);
                serverAddress = serverAddress.Substring(0, serverAddress.IndexOf(":"));
            }
            this.port = result.ToString();
            string str2 = AssetServer.GetDatabaseName(serverAddress, this.userName, this.password, this.port, this.projectName);
            this.GetDefaultPListConfig();
            this.plc["Maint Server"] = serverAddress;
            this.plc["Maint UserName"] = this.userName;
            this.plc["Maint database name"] = str2;
            this.plc["Maint port number"] = this.port;
            this.plc["Maint project name"] = this.projectName;
            this.plc.Save();
            if (ArrayUtility.Contains<string>(this.serversList, this.serverAddress))
            {
                ArrayUtility.Remove<string>(ref this.serversList, this.serverAddress);
            }
            ArrayUtility.Insert<string>(ref this.serversList, 0, this.serverAddress);
            ASEditorBackend.AddUser(this.serverAddress, this.userName);
            ASEditorBackend.SetPassword(this.serverAddress, this.userName, this.password);
            InternalEditorUtility.SaveEditorSettingsList("ASServer", this.serversList, 20);
            if (str2 != string.Empty)
            {
                ASEditorBackend.InitializeMaintBinding();
                this.parentWin.Reinit();
                GUIUtility.ExitGUI();
            }
            else
            {
                this.parentWin.NeedsSetup = true;
                this.parentWin.Repaint();
            }
        }