I have a networked multiplayer match game, where based on the state of the match (as determined by the server), I want to refuse new client connection requests. So, for example if the match is already in progress, new players can’t join until the match is over.
We are using the new networking API, the problem is I can’t seem to find where in the API I can process a connection request and refuse a connection. All the triggers/hooks I can find all relates to responding to connections after the players have already connected.
Many thanks!
Andrew