- My server creates a session with
MultiplayerServerService.Instance.StartMultiplaySessionManagerAsyncwhen allocated - Clients sign in with UGS Auth using
AuthenticationService.Instance.SwitchProfile(RandomString(30));
AuthenticationService.Instance.SignInAnonymouslyAsync();
- Clients search for a game using
MultiplayerService.Instance.MatchmakeSessionAsync
In my case I have 2 clients that log the following player Ids after signing in
A
[Auth] Signed in with player ID h4A5GVMmiLuQdEIxafMiU8mdU1hm
B
[Auth] Signed in with player ID uFuRVTIebg3eXXxzitgXHYOjr9S7
Both clients successfully find the same match and connect. I assign my own Ids as well to clients and these are different from each other.
The server subscribes to session.PlayerJoined and session.PlayerHasLeft.
In my case session.PlayerJoined is only called for the first player Id and, funny enough, session.PlayerHasLeft is only called for the second player Id once the second client closes the application.
The server also logs the Session.GetMatchmakingResults().MatchProperties after each connection and disconnection and these only contain the first player Id as well.
Both clients run on the same machine. I know that that should be possible as I used the Matchmaker without sessions before and never ran into this issue. So I suspect this is a Sessions issue?
Edit:
I tested this with 2 friends and no Players are added except for the first player who made the server spin up.