Does Native Library Support Master Client and Host Migration?
Hi Photon Team,
I read https://doc.photonengine.com/en-us/realtime/current/reference/hostmigration .
I have 2 player in game A and B.
When MasterClient A lost connection the room been closed.
B is not became MasterClient.
1. Do I need some setting in code?
2. What is the equal function "PhotonNetwork.SetMasterClient()" in c++ libray?
Thanks for your help!
I read https://doc.photonengine.com/en-us/realtime/current/reference/hostmigration .
I have 2 player in game A and B.
When MasterClient A lost connection the room been closed.
B is not became MasterClient.
1. Do I need some setting in code?
2. What is the equal function "PhotonNetwork.SetMasterClient()" in c++ libray?
Thanks for your help!
0
Comments
Sorry! My bad!
This is because , when Player A lost connect , I will call disconnect in Player B.
sorry!
Photon Master Client and Host Migration works perfectly!
SetMasterClient is still there:
https://doc.photonengine.com/en-us/realtime/current/gameplay/hostmigration but I don't see a clear way to call it or implement a method in a custom LoadBalancingClient (nor MutableRoom) to access this info without changing LoadBalancing, how can I do that?
I guess ,that to overload a custom type making a fake string that holds a nByte to change the room property with something like this is really crazy innit?.
Doing so won't work, as you would then send that value with a string key, but the server treats properties with string keys as custom properties and properties with bytes keys as built-in properties.
So you can't fake a built-in property this way.
Setting the master client from the client side is not currently supported by the C++ client.