handl error when client recconect(SOLVED)

Hi , i have a question there is a way to handle error in the client side when the client lose connection with the server ?

@chaimae
Hi,
reference:

  1. https://docs.colyseus.io/colyseus/client/client/#reconnect-roomid-string-sessionid-string
    Usage - Colyseus & Arena Cloud Documentation
    Documentation for Colyseus Multiplayer Framework for Node.js
  2. https://docs.colyseus.io/colyseus/server/room/#allowreconnection-client-seconds
    Room - Colyseus & Arena Cloud Documentation
    Documentation for Colyseus Multiplayer Framework for Node.js
  3. https://github.com/colyseus/colyseus-unity3d/blob/master/Server/src/rooms/MyRoom.ts
    GitHub
    colyseus-unity-sdk/MyRoom.ts at master · colyseus/colyseus-unity-sdk

server:

async onLeave (client: Client, consented: boolean) {
  // flag client as inactive for other users
  this.state.players.get(client.sessionId).connected = false;

  try {
    if (consented) {
        throw new Error("consented leave");
    }

    // allow disconnected client to reconnect into this room until 20 seconds
    await this.allowReconnection(client, 20);

    // client returned! let's re-activate it.
    this.state.players.get(client.sessionId).connected = true;

  } catch (e) {

    // 20 seconds expired. let's remove the client.
    this.state.players.delete(client.sessionId);
  }
}

client:

    private void OnLeaveRoom(int code)
    {
        WebSocketCloseCode parsedCode = WebSocketHelpers.ParseCloseCodeEnum(code);
        LSLog.Log(string.Format("ROOM: ON LEAVE =- Reason: {0} ({1})", parsedCode, code));
        _pingThread.Abort();
        _pingThread = null;
        _room = null;

        if (parsedCode != WebSocketCloseCode.Normal && !string.IsNullOrEmpty(_lastRoomId))
        {
            JoinRoomId(_lastRoomId,null);
        }
    }

@COCO Thank you for your respone :)