# Local Server Test Multiple Users

**URL:** <https://forum.heroiclabs.com/t/local-server-test-multiple-users/2311>\
**Category:** Game Design\
**Created:** [January 27, 2022, 10:01am UTC](https://forum.heroiclabs.com/t/local-server-test-multiple-users/2311 "2022-01-27T10:01:32Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![atv](https://avatars.discourse-cdn.com/v4/letter/a/c67d28/32.png) [@atv](https://forum.heroiclabs.com/u/atv)\
**Post date:** [January 27, 2022, 10:01am UTC](https://forum.heroiclabs.com/t/local-server-test-multiple-users/2311/1 "2022-01-27T10:01:32Z")

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Hi,  
So I have a local server with docker and I need to test that 2 users can correctly join an authoritative match.

The problem that I have is that in order to test, I play the game in Unity editor and also on a build.

But, because it’s from the same computer, I feel like nakama is treating the two as one and only client,

If I try to create a match from the build, it works and then if the editor tries to join that match I have the following error : WebSocketException : already join.

Also in the nakama console, when both “clients” are logged in, there is only 1 user appearing instead of two, leading me to think that nakama is indeed treating both as 1 client.

But how can I test a player vs player match otherwise ?

Here is how the client logs in :

```auto
    private string scheme = "http";
    private string host = "localhost";
    private int port = 7350;
    private string serverKey = "defaultkey";

 client = new Client(scheme, host, port, serverKey, UnityWebRequestAdapter.Instance);
        session = await client.AuthenticateDeviceAsync(SystemInfo.deviceUniqueIdentifier);
        socket = client.NewSocket(true);
        await socket.ConnectAsync(session, true);
        appManager.ShowOnlineMainMenu();
        clientConnecte = true;

```

Thanks.

---

<div class="post-metadata">

**Author:** ![atv](https://avatars.discourse-cdn.com/v4/letter/a/c67d28/32.png) [@atv](https://forum.heroiclabs.com/u/atv)\
**Post date:** [January 27, 2022, 10:29am UTC](https://forum.heroiclabs.com/t/local-server-test-multiple-users/2311/2 "2022-01-27T10:29:24Z")

</div>

Solved.  
I created two temp login functions with a boolean, the second has a forced different custom client id following that function in the docs :

```auto
const string customId = "some-custom-id";
var session = await client.AuthenticateCustomAsync(customId);
Debug.LogFormat("New user: {0}, {1}", session.Created, session);

```

Now I correctly have two different clients and a working player vs player match.
