Option to set becomeInactive to false when master kick a player using CloseConnection
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igrir
✭
Greetings!
I've upgraded the PUN to V1.88 and acknowledged there's an update about becomeInactive parameter on LeaveRoom method, and it helped me a lot! However I found that when a player kicked by master (using PhotonNetwork.CloseConnection) he/she was still on the room. After some crawling on the code I found the method itself called by NetworkingPeer.cs line 2614 and it's calling PhotonNetwork.LeaveRoom() without a parameter.
I suggest the CloseConnection method also provide a parameter whether targeted player become inactive or not.
Thanks in advance.
I've upgraded the PUN to V1.88 and acknowledged there's an update about becomeInactive parameter on LeaveRoom method, and it helped me a lot! However I found that when a player kicked by master (using PhotonNetwork.CloseConnection) he/she was still on the room. After some crawling on the code I found the method itself called by NetworkingPeer.cs line 2614 and it's calling PhotonNetwork.LeaveRoom() without a parameter.
I suggest the CloseConnection method also provide a parameter whether targeted player become inactive or not.
Thanks in advance.
1
Comments
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Hi @igrir,
Thank you for choosing Photon and for your suggestion!
I personally think it's a good idea and it may make sense.
Although CloseConnection was meant as a "fake" kick.
It should not be abused.
Adding the parameter may make it more "dangerous" as you may force another player to "abandon a room for good".
Well, technically he can still join the room with a new actor number.
Anyway, @jeanfabre should know better.1 -
Hi,
Good point , I have raised a ticket internally, I am going to study this and implement it so that indeed when you kick a player from the room it doesn't become inactive, that doesn't make sense.
Bye,
Jean1 -
Hi,
Ok, the next version of PUN will feature a fix for this, meanwhile, you can simply implement in the code, it's easy.
go to NetworkingPeer.cs and locate line 2614
change " PhotonNetwork.LeaveRoom();" to " PhotonNetwork.LeaveRoom(false);"
and then when the closeconnection is called, the player will leave the room without becoming inactive ( default behaviour, of the leaveRoom() call...)
Bye,
Jean0