Multiple Logins detection code is seriously broken

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When any client opens a connection it could send information about the nature of the connection and what initiated it, and maybe a time stamp. That should be enough to let the backend figure out how to protect a game in progress from client heartbeats or automatic reconnects, and not interfere with the client that had the most recent user activity, such as game interaction.  Obviously I don't know much about the implementation, but just seems very solvable.

 

If the clients just kept a variable that holds time of last user interaction with GUI and sent that timestamp in a packet header or something, that would probably make it pretty easy to prevent this problem.

Former_mod_david

Please see https://www.chess.com/forum/view/help-support/how-do-i-downgrade-from-premium-to-non-paying for the latest on this - locking this iteration of the thread.

Thanks,

David - moderator

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