using System; namespace UnityEngine.Networking.NetworkSystem { // Token: 0x02000025 RID: 37 public class ReconnectMessage : MessageBase { // Token: 0x060000BC RID: 188 RVA: 0x00008334 File Offset: 0x00006534 public override void Deserialize(NetworkReader reader) { this.oldConnectionId = (int)reader.ReadPackedUInt32(); this.playerControllerId = (short)reader.ReadPackedUInt32(); this.netId = reader.ReadNetworkId(); this.msgData = reader.ReadBytesAndSize(); this.msgSize = this.msgData.Length; } // Token: 0x060000BD RID: 189 RVA: 0x00008381 File Offset: 0x00006581 public override void Serialize(NetworkWriter writer) { writer.WritePackedUInt32((uint)this.oldConnectionId); writer.WritePackedUInt32((uint)this.playerControllerId); writer.Write(this.netId); writer.WriteBytesAndSize(this.msgData, this.msgSize); } // Token: 0x04000081 RID: 129 public int oldConnectionId; // Token: 0x04000082 RID: 130 public short playerControllerId; // Token: 0x04000083 RID: 131 public NetworkInstanceId netId; // Token: 0x04000084 RID: 132 public int msgSize; // Token: 0x04000085 RID: 133 public byte[] msgData; } }