Description
Hi,
I'm using steam_lobby_set_joinable(false); when I start my online game.
If the lobby is still in the search list and someone use steam_lobby_join_id(lobby_id) - he will receive the async event "lobby_joined" with async_load[? "success"] set as true.
Which is not what is expected.
He won't be considered in the lobby (in the host pov).
Expected Change
steam_lobby_set_joinable(false) should not allow player to receive lobby_joined async event as true
Sample Package
Steps To Reproduce
- Start GameMaker
- Search for lobby
- Found lobby X
- Set lobby X as false in host POV - steam_lobby_set_joinable(false);
- Client try to join lobby X
- See the issue
How reliably can you recreate this issue using your steps above?
Always
Which version of GameMaker are you reporting this issue for?
v2024.14.4.222 - v2024.14.4.268
Which platform(s) are you seeing the problem on?
Windows
Description
Hi,
I'm using
steam_lobby_set_joinable(false);when I start my online game.If the lobby is still in the search list and someone use
steam_lobby_join_id(lobby_id)- he will receive the async event "lobby_joined" withasync_load[? "success"]set as true.Which is not what is expected.
He won't be considered in the lobby (in the host pov).
Expected Change
steam_lobby_set_joinable(false) should not allow player to receive lobby_joined async event as true
Sample Package
Steps To Reproduce
How reliably can you recreate this issue using your steps above?
Always
Which version of GameMaker are you reporting this issue for?
v2024.14.4.222 - v2024.14.4.268
Which platform(s) are you seeing the problem on?
Windows