Hi!
I am implementing a (debug) system for checking clients - this is both available for masterclient and non-masterclients.
Only the masterclient can kick other players. I am using the CloseConnection method for this.
I would expect that the OnDisconnectedFromPhoton() would be called on the client that is being kicked. Instead it is OnLeftRoom(). Funnily enough the OnConnectedToMaster() is called instantly after it as well.
I would 'simply' like to kick a player which would be transfered back to a main menu (UI or scene) or whatever, by using the OnDisconnectedFromPhoton() or even better a OnKickedFromPhoton() callback so you could tell the client why.
Ofcourse, I might be able to use a RPC to call a disconnect with some information on the client, but what use is the CloseConnection then?
So, is this correct behavior? Kick client -> Client leaves room -> connects to master again?
Can anyone shed some light on this?
Cheers,
Pieter
I am implementing a (debug) system for checking clients - this is both available for masterclient and non-masterclients.
Only the masterclient can kick other players. I am using the CloseConnection method for this.
I would expect that the OnDisconnectedFromPhoton() would be called on the client that is being kicked. Instead it is OnLeftRoom(). Funnily enough the OnConnectedToMaster() is called instantly after it as well.
I would 'simply' like to kick a player which would be transfered back to a main menu (UI or scene) or whatever, by using the OnDisconnectedFromPhoton() or even better a OnKickedFromPhoton() callback so you could tell the client why.
Ofcourse, I might be able to use a RPC to call a disconnect with some information on the client, but what use is the CloseConnection then?
So, is this correct behavior? Kick client -> Client leaves room -> connects to master again?
Can anyone shed some light on this?
Cheers,
Pieter