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Hi @Ermelious, thanks for your interest. Can you clarify what you mean by kicking a member out of the network? Do you mean you want to ban them from your game altogether? |
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I'm trying to implement a KickMember feature to my Lobby but would like to include kicking that member out of the Network as well hence there is a need to call
DisconnectClient(ulong ClientID)
inNetworkManager
.To do this, the server needs to know which member it is attempting to kick. Unfortunately, there doesn't seem to be a place for the Server to track down a ClientID from a respective lobby member's
ProductUserID
. It has access to both, but there doesn't seem to be a way to tell which ClientID belongs to whichProductUserID
.One solution is to send
ProductUserID
over as theConnectionApproval
Response.Payload
and have the server store both the ClientID andProductUserID
in theLobbyMember
Attributes, which will than, be accessible to all Lobby members. (Also, for the purpose of Server Migration where the new Host will be able to assign the migrated data to each reconnected client based on their respectiveProductUserId
)But if there is an existing functionality to retrieve the
ProductUserId
from eachNetworkClient
(Netcode) OR if there is a better secure way than the one proposed above? Please kindly advise.Beta Was this translation helpful? Give feedback.
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