Unity WebGL ListChannelMessagesAsync returns weird ChannelId

Hi,
I got a weird ChannelId when calling ListChannelMessagesAsync.
I client works fine on Desktop and Android. But when I tried to build on WebGL,
the message seemed fine, but the values of ChannelId of messages are “2..Public” instead of “Public”.

@mautoan11 this is expected, the ChannelId is composed by multiple tokens which allow the server to uniquely identify the channel.

Best.

Thank you for your reply.
But in edicor and android, the ChannelId is “Public” as I create the room named “Public”.
When I build on WebGL, the message of ListChannelMessagesAsync become “2…Public”

@mautoan11 I’m not sure what you mean with “But in edicor and android, the ChannelId is “Public” as I create the room named “Public””, can you maybe clarify with a code example?

You’re not supposed to build the channelId manually, nor to expect it to be the same as the Room name.

 async void JoinChannel(string channelName="Public", ChannelType type=ChannelType.Room)
 {
     try
     {
         Debug.Log($"ChatsManager: Joining channel: \"{channelName}\" of type {type}");
         channel = await NakamaNetworkManager.Instance.socket.JoinChatAsync(channelName, type, true, false);
     }
     catch (System.Exception e)
     {
         Debug.LogException(e);
     }
     GetHistoryMessage();
 }
 async void GetHistoryMessage()
 {
     Debug.Log($"ChatsManager: Getting history message for channel {channelName}");
     try
     {
         var result = await NakamaNetworkManager.Instance.client.ListChannelMessagesAsync(NakamaNetworkManager.Instance.session, channel, 20, false);
         foreach (var m in result.Messages.Reverse())
         {
             messages.Add(m);
             if (channelName == "Public")
                 ChatsManager.messageTabAll.messages.Add(m);
             //m.ChannelId == "Pulic" in Android ##  m.ChannelId == "2...Pulic" in WebGL
         }
         ChatsManager.IsInited = true;
         Debug.Log($"ChatsManager: ChatsManager.IsInited = true; count = {messages.Count}");
     }
     catch (System.Exception e)
     {
         Debug.LogException(e);
     }
 }```

This is my code, the value of m.ChannelId are different on android and webgl

@mautoan11 such ChannelId shouldn’t be possible, can you provide an end-to-end example to reproduce please?