Using presence data passed via OP code on the backend (via match loop)

When sending match state data to the server backend to be processed in the match loop, you can pass in the list of IUserPresence - like so:

 public async void KickPresences(IUserPresence[] presences)
        await connection.socket.SendMatchStateAsync(localMatchData.matchID, OpCodes.kick, JsonWriter.ToJson("Kicking"), presences);

I cannot however see in the match loop arguments, where this list of presences is made available. How do I lift the enumeration of IUserPresence in the match loop?

Thanks in advance.

Hi @RunGrizzly,

presences is a filter only used for relayed multiplayer, as you seem to be using authoritative multiplayer that field is ignored in the match loop.

I see, thanks for the info!