UnityEditor.NetworkManagerHUDEditor.ShowServerConnections C# (CSharp) Method

ShowServerConnections() private method

private ShowServerConnections ( ) : void
return void
        private void ShowServerConnections()
        {
            this.m_ShowServerConnections = EditorGUILayout.Foldout(this.m_ShowServerConnections, this.m_ShowServerConnectionsLabel);
            if (this.m_ShowServerConnections)
            {
                EditorGUI.indentLevel++;
                if (this.m_ShowDetailForConnections == null)
                {
                    this.m_ShowDetailForConnections = new List<bool>();
                    this.m_ShowPlayersForConnections = new List<bool>();
                    this.m_ShowVisibleForConnections = new List<bool>();
                    this.m_ShowOwnedForConnections = new List<bool>();
                }
                while (this.m_ShowDetailForConnections.Count < NetworkServer.connections.Count)
                {
                    this.m_ShowDetailForConnections.Add(false);
                    this.m_ShowPlayersForConnections.Add(false);
                    this.m_ShowVisibleForConnections.Add(false);
                    this.m_ShowOwnedForConnections.Add(false);
                }
                int num = 0;
                foreach (NetworkConnection connection in NetworkServer.connections)
                {
                    if (connection == null)
                    {
                        num++;
                    }
                    else
                    {
                        this.m_ShowDetailForConnections[num] = EditorGUILayout.Foldout(this.m_ShowDetailForConnections[num], string.Concat(new object[] { "Conn: ", connection.connectionId, " (", connection.address, ")" }));
                        if (this.m_ShowDetailForConnections[num])
                        {
                            EditorGUI.indentLevel++;
                            this.m_ShowPlayersForConnections[num] = EditorGUILayout.Foldout(this.m_ShowPlayersForConnections[num], "Players");
                            if (this.m_ShowPlayersForConnections[num])
                            {
                                EditorGUI.indentLevel++;
                                foreach (PlayerController controller in connection.playerControllers)
                                {
                                    EditorGUILayout.ObjectField("Player: " + controller.playerControllerId, controller.gameObject, typeof(GameObject), true, new GUILayoutOption[0]);
                                }
                                EditorGUI.indentLevel--;
                            }
                            this.m_ShowVisibleForConnections[num] = EditorGUILayout.Foldout(this.m_ShowVisibleForConnections[num], "Visible Objects");
                            if (this.m_ShowVisibleForConnections[num])
                            {
                                EditorGUI.indentLevel++;
                                foreach (NetworkIdentity identity in connection.visList)
                                {
                                    EditorGUILayout.ObjectField("NetId: " + identity.netId, identity, typeof(NetworkIdentity), true, new GUILayoutOption[0]);
                                }
                                EditorGUI.indentLevel--;
                            }
                            if (connection.clientOwnedObjects != null)
                            {
                                this.m_ShowOwnedForConnections[num] = EditorGUILayout.Foldout(this.m_ShowOwnedForConnections[num], "Owned Objects");
                                if (this.m_ShowOwnedForConnections[num])
                                {
                                    EditorGUI.indentLevel++;
                                    foreach (NetworkInstanceId id in connection.clientOwnedObjects)
                                    {
                                        GameObject obj2 = NetworkServer.FindLocalObject(id);
                                        EditorGUILayout.ObjectField("Owned: " + id, obj2, typeof(NetworkIdentity), true, new GUILayoutOption[0]);
                                    }
                                    EditorGUI.indentLevel--;
                                }
                            }
                            EditorGUI.indentLevel--;
                        }
                        num++;
                    }
                }
                EditorGUI.indentLevel--;
            }
        }