protected void DisconnectPlayerQueue(int queue, int syncTo) { endpoints[queue].Disconnect(); Log($"Changing queue {queue} local connect status for last frame from {localConnectStatus[queue].LastFrame} to {syncTo} on disconnect request (current: {sync.FrameCount})."); localConnectStatus[queue].Disconnected = true; localConnectStatus[queue].LastFrame = syncTo; if (syncTo < sync.FrameCount) { Log($"adjusting simulation to account for the fact that {queue} disconnected @ {syncTo}."); sync.AdjustSimulation(syncTo); Log("finished adjusting simulation."); } callbacks.OnDisconnected(QueueToPlayerHandle(queue)); CheckInitialSync(); }