Multiple Join Disable

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querwilly
querwilly ✭✭
I want the same user logging on from different devices.
I did research for it I found this CheckUserOnJoin

but i think this is no longer valid

i see code commented disable
//public bool CheckUserOnJoin { get { return this.checkUserOnJoinField; } set { this.checkUserOnJoinField = value; } }
     //private bool checkUserOnJoinField = false;

what can I do

Comments

  • JohnTube
    JohnTube ✭✭✭✭✭
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    Hi @querwilly,

    What is the behavior you want?
    1. CheckUserOnJoin = false;
    Allow multiple connections to all Photon servers from same UserID: same player (unique UserID) can connect to your game from multiple clients at the same time.
    2. CheckUserOnJoin = true;
    Same as 1 but same player can't join the same room from multiple clients at the same time.
    3. Disallow multiple connections to all Photon servers from same player: you can achieve this by implementing Custom Authentication.
  • querwilly
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    JohnTube said:

    Hi @querwilly,

    What is the behavior you want?
    1. CheckUserOnJoin = false;
    Allow multiple connections to all Photon servers from same UserID: same player (unique UserID) can connect to your game from multiple clients at the same time.
    2. CheckUserOnJoin = true;
    Same as 1 but same player can't join the same room from multiple clients at the same time.
    3. Disallow multiple connections to all Photon servers from same player: you can achieve this by implementing Custom Authentication.

    Hello

    My Code
    RoomOptions newRoomOptions = new RoomOptions();
    newRoomOptions.isOpen = true;
    newRoomOptions.isVisible = true;
    newRoomOptions.maxPlayers = 4;


    TypedLobby newLobby = new TypedLobby("Ihale", LobbyType.SqlLobby);
    PhotonNetwork.JoinOrCreateRoom("covannix", newRoomOptions, newLobby);


    But class not found photon engine v.175 ?
    RoomOptions.CheckUserOnJoin=true;


    I m control this file "LoadbalancingPeer.cs" line 1488 CheckUserOnJoin disable

    Can you help me?
  • querwilly
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    any body help me :(
  • JohnTube
    JohnTube ✭✭✭✭✭
    edited August 2016
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    It's not easy for me to understand what you are trying to say.

    But class not found photon engine v.175 ?

    I don't think there is a missing class in 1.75.

    I m control this file "LoadbalancingPeer.cs" line 1488 CheckUserOnJoin disable

    I don't get it.
    If you know what you're doing. Feel free to uncomment or modify code.
    I guess you're saying "CheckUserOnJoin" in PUN is hidden and you want to change its default value.
    Go ahead.
  • querwilly
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    JohnTube said:

    It's not easy for me to understand what you are trying to say.

    But class not found photon engine v.175 ?

    I don't think there is a missing class in 1.75.

    I m control this file "LoadbalancingPeer.cs" line 1488 CheckUserOnJoin disable

    I don't get it.
    If you know what you're doing. Feel free to uncomment or modify code.
    I guess you're saying "CheckUserOnJoin" in PUN is hidden and you want to change its default value.
    Go ahead.
    I'm making changes.
    but it does not work how are we going to do.

    multiple device control
    It's the same user in the same room
  • JohnTube
    JohnTube ✭✭✭✭✭
    Options
    Hi @querwilly,

    I'm making changes.
    What changes did you make?
    but it does not work how
    What made you say that?

    Please make sure you're using unique same UserIDs for same players.
  • querwilly
    Options
    JohnTube said:

    Hi @querwilly,

    I'm making changes.
    What changes did you make?
    but it does not work how
    What made you say that?

    Please make sure you're using unique same UserIDs for same players.

    i made changes
    loadbalancing.cs 1488-1489
    // public bool CheckUserOnJoin { get { return this.checkUserOnJoinField; } set { this.checkUserOnJoinField = value; } }
    // private bool checkUserOnJoinField = false;


    changes uncomment
    public bool CheckUserOnJoin { get { return this.checkUserOnJoinField; } set { this.checkUserOnJoinField = value; } }
    private bool checkUserOnJoinField = false;




    Sample code;


    using UnityEngine;
    using System.Collections;
    using UnityEngine.UI;
    using System;
    public class MyTestPhoton : MonoBehaviour {

    Text ShowUserId;

    // Use this for initialization
    void Start () {
    ShowUserId = GameObject.Find ("UserIDShow").GetComponent ();

    if (PhotonNetwork.connectionStateDetailed == ClientState.PeerCreated) {
    // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project)

    PhotonNetwork.AuthValues = new AuthenticationValues();
    PhotonNetwork.AuthValues.AuthType = CustomAuthenticationType.None;
    PhotonNetwork.playerName="SameName";
    PhotonNetwork.AuthValues.UserId = "333"; // alternatively set by server
    // PhotonNetwork.AuthValues.AddAuthParameter("username", "n");
    // PhotonNetwork.AuthValues.AddAuthParameter("token", AccessToken);
    // PhotonNetwork.AuthValues.Token = AccessToken;


    PhotonNetwork.ConnectUsingSettings ("1.0");

    }


    }





    public void CreateRoom(){

    RoomOptions newRoomOptions = new RoomOptions();
    newRoomOptions.isOpen = true;
    newRoomOptions.isVisible = true;
    newRoomOptions.maxPlayers = 4;
    newRoomOptions.PublishUserId = true;
    newRoomOptions.CheckUserOnJoin = true;

    TypedLobby newLobby = new TypedLobby("LobyTest", LobbyType.SqlLobby);
    PhotonNetwork.JoinLobby (newLobby);


    print ("room crated");
    PhotonNetwork.CreateRoom ("RoomTest", newRoomOptions, newLobby);

    }


    public void OnPhotonCreateRoomFailed()
    {

    PhotonNetwork.JoinRoom ("RoomTest");
    }



    public virtual void OnConnectedToMaster()
    {
    Debug.Log("OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room. Calling: PhotonNetwork.JoinRandomRoom();");
    //PhotonNetwork.JoinRandomRoom();




    Debug.Log ("UserID=>"+PhotonNetwork.player.userId.ToString());




    CreateRoom();
    }



    public void OnJoinedRoom()
    {

    Debug.Log("OnJoinedRoom=>Okey");




    }



    }



    Big problem.
    Multiple device same user same uniqueId same room.
    Im tested
    newRoomOptions.CheckUserOnJoin = true; OR newRoomOptions.CheckUserOnJoin = false;

    ineffective