I am currently facing some difficulties using the OnlineBeacons, which are very sparsely documented.
I am in the process of building a login queue for our unreal server as the server doesnt seem to handle multiple simultaneous login attempts very well. The server rejects (without any ErrorMessage) any login attempts past the first two.
So the goal is instead of letting the users login immediatly they first get put onto a queue using the OnlineBeacons.
The flow of the system i build looks something like this:
Server: Start -> Create Beacon Host -> Create BeaconHostObject -> Wait for connections
Tick -> is another client currently logging in?
*=2]-> No -> give login permission to next client (RPC through beacon) *=2]-> Yes -> Do Nothing / Wait
OnClientConnected -> PutClientOnQueue
OClientDisconnected -> RemoveClientFromQueue
Client: Wants to Login -> Create BeaconClient
Has gotten Login permissions -> Open Level / Login
With the system i build the Server Crashes though with 2 Clients trying to connect at the same time. The Crash does not happen though if I add another HostBeaconObject to the BeaconHost.
Am i correctly assuming that each BeaconHostObject can only handle a single connection? And that i need to have a BeconHostObject for each client that would want to connect simulteanously?
If so, is there a limit as to how many simulteanous connections a single server can handle via the Beacons? And can i prevent/reject the connection of new Beacons/Clients if there are no BeaconHostObjects available?
I would really appreciate any insight in the OnlineBeaconSystem and hope to find some answers here.
Thanks in advance!