code: public MessageBuffer<ChannelBuffer> getReconnectBuffer(String reconnectKey,
  			InetSocketAddress udpAddress)
  	{
  		ChannelBuffer reconnectBuffer = null;
  		ChannelBuffer buffer = NettyUtils.writeString(reconnectKey);
  		if (null != udpAddress)
  		{
  			reconnectBuffer = ChannelBuffers.wrappedBuffer(buffer,
  					NettyUtils.writeSocketAddress(udpAddress));
  		}
  		else
  		{
  			reconnectBuffer = buffer;
  		}
  		return new NettyMessageBuffer(reconnectBuffer);
  	}
docs: Creates a wrapped netty buffer with reconnect key and udp address as its
  payload.
  
  @param reconnectKey
  The key that was initially sent by server on game room join
  success event will be sent back to server for reconnecting
  @param udpAddress
  If udp connection is required, then the new udpAddress need to
  be sent.
  @return Returns the channel buffer containing reconnect key and udp
  address in binary format.