How to prevent player join rooms at different clients

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My game use userID get from web server as the AuthenticationValues.userId for PUN.
When a player login at two different devices, he can still join two different rooms in same lobby from two devices. How to detect and prevent its happen?
Thanks for help.

Comments

  • DarrenL
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    Anybody help?
  • L3sc
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    Do you mean two devices with same internet connecting different room? Another one creating room instead of join?
    If it is try to check development build in build setting. Otherwise you are not in development try to connect same region both clients.
  • DarrenL
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    L3sc wrote: »
    Do you mean two devices with same internet connecting different room? Another one creating room instead of join?
    If it is try to check development build in build setting. Otherwise you are not in development try to connect same region both clients.
    two devices with same AuthenticationValues ID . They cannot join each another room in same lobby
    , but they can separately join two rooms, which I want to prevent
  • Try the WebHooks since each Join/ Leave room can determine who is in room or not.
  • AllFatherGray
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    @ThomasKao_XRSpace
    @JohnTube

    Are you saying that WebHooks can be used to prevent joining a room? If not, is there a way to do that?
  • JohnTube
    JohnTube ✭✭✭✭✭
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    This is possible only in some situations which require room state loading (room does not exist on server memory, not alive, not created yet).