Bitbucket Bug: InternalAddPlayer playerControllerId higher than expected: 0

I attached a simple project without any code. It just uses the NetworkManager(with log level: debug) and the NetworkManager Hud. If you select “Start Host” then it shows a warning:
ClientScene::InternalAddPlayer: playerControllerId higher than expected: 0

I was able to find the bug in Bitbucket: https://bitbucket.org/Unity-Technologies/networking/src/86f8357e1288b3a1173a9df2bc242a89b0b53074/Runtime/ClientScene.cs?at=5.2

The code does an if check and a while loop, both using:
playerControllerId >= s_LocalPlayers.Count
Which is always true because even for the first player, 0 is always >= s_LocalPlayers.Count. Hence it always shows that warning. Everything still works fine though, I just wanted to make a post because it seemed like a pointless warning which confused me for a while.

[Unity 5.3.1f1 Linux Build]

Greetings

2468055–169913–playerControllerId higher than expected 0.zip (26.2 KB)

Which version are you using?
in 5.3f1 I don’t get this, however if I don’t send a AddPlayer message from client (when not using NetworkManager) then I get this. if it is in the patch of 2 days ago it’s a regression.

5.3.1f1. I also noticed it in a custom NetworkManager first, where I didn’t use ClientScene.AddPlayer.

Well in 5.3.1f1 if you use ClientScene.AddPlayer and just have an empty callback in server NetworkServer.RegisterHandler(MsgType.AddPlayer,x=>{}); then it will work as far as my experience with it tells. Then in server I just use the same playerControllerID in NetworkServer.AddPlayerForConnection