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elseif(e.Reason!=LobbyExceptionReason.LobbyNotFound&&!m_LocalUser.IsHost)// If Lobby is not found and if we are not the host, it has already been deleted. No need to publish the error here.
Debug.LogError("Only the host can remove other players from the lobby.");
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}
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}
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publicasyncvoidDeleteLobbyAsync(stringlobbyId)
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publicasyncTaskDeleteLobbyAsync(stringlobbyId)
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{
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if(m_LocalUser.IsHost)
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{
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awaitm_LobbyApiInterface.DeleteLobby(lobbyId);
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try
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{
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awaitm_LobbyApiInterface.DeleteLobby(lobbyId);
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}
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catch(LobbyServiceExceptione)
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{
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PublishError(e);
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}
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}
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else
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{
@@ -336,6 +395,10 @@ public async Task UpdatePlayerDataAsync(Dictionary<string, PlayerDataObject> dat
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{
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m_RateLimitQuery.PutOnCooldown();
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}
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elseif(e.Reason!=LobbyExceptionReason.LobbyNotFound&&!m_LocalUser.IsHost)// If Lobby is not found and if we are not the host, it has already been deleted. No need to publish the error here.
Copy file name to clipboardExpand all lines: CHANGELOG.md
+7-5Lines changed: 7 additions & 5 deletions
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@@ -6,15 +6,17 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [unreleased] - yyy-mm-dd
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## [unreleased] - aaaa-mm-dd
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### Added
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*
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*
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### Changed
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*
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* Hosts now delete their lobby when shutting down instead of only leaving it (#772) Since Boss Room doesn't support host migration, there is no need to keep the lobby alive after the host shuts down. This also changes how LobbyServiceExceptions are handled to prevent popup messages on clients trying to leave a lobby that is already deleted, following the best practices outlined in this doc : https://docs.unity.com/lobby/delete-a-lobby.html
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