Hello, this may be a repeat of this topic here: Get socket close reason
but I do not see any documentation or information about how to get the Socket.Closed reason (i.e. networking issues versus multiple user sessions) for the Unity Nakama client SDK.
I don’t think its possible to expose the WebSocket close reason except through whatever Exception type is passed to ReceivedError event signal when we detect the error in the receive loop. What do you think? Would this be enough information for what you need?
Unfortunately, when the Socket is closed when a user is on multiple clients with the session.single_socket configuration on, the ReceivedError event is not triggered - only the Closed event is triggered - so, I cannot parse the reason as to why the Socket was closed in this way
Well you could tehnically abuse localcache on the server, check if user is already logged in, and then upon connection or even auth, send custom error that user is already connected.
Maybe that could work.