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Describe the bug
When removing sockets from a room, the last socket doesn't get removed.
To Reproduce
Socket.IO server version: 4.5.1
Server
this code is from a function that is supposed to reset the state of a specific socket and also reset the state of all other sockets that are in the same game (a specific room)
if later in a other part of code I from a completely new socket connection create a new game with id 'asdf' and start to brodcast data in it, the old connection ('AJ2hRyyj5Wtx-iVEAAAF') starts receiving messages
Expected behavior
The last socket should too get removed from the room, as this causes a problem when the same socket is used on a different game and still recieves messages from the old room if a new game with the same room name was created afterwards
After finding out, that a debug mode exists, I found out that the currentGameId is undefined. This is ofcourse because I set it to undefined previously in the loop that disconnects players...
Describe the bug
When removing sockets from a room, the last socket doesn't get removed.
To Reproduce
Socket.IO server version:
4.5.1
Server
this code is from a function that is supposed to reset the state of a specific socket and also reset the state of all other sockets that are in the same game (a specific room)
output:
if later in a other part of code I from a completely new socket connection create a new game with id 'asdf' and start to brodcast data in it, the old connection ('AJ2hRyyj5Wtx-iVEAAAF') starts receiving messages
Expected behavior
The last socket should too get removed from the room, as this causes a problem when the same socket is used on a different game and still recieves messages from the old room if a new game with the same room name was created afterwards
Platform:
Might be related to issue #4067
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