Closed djee-ms closed 4 years ago
For reference:
The Unity sample uses SystemInfo.deviceUniqueIdentifier
which is only unique per device, not per app instance. https://github.com/microsoft/MixedReality-WebRTC/blob/777396acc620d3cac7784882ca10e7d4e4cb6ac8/libs/Microsoft.MixedReality.WebRTC.Unity/Assets/Microsoft.MixedReality.WebRTC.Unity/Scripts/Signaling/NodeDssSignaler.cs#L105
TestAppUWP works around by detecting if a second instance of the app is already running: https://github.com/microsoft/MixedReality-WebRTC/blob/777396acc620d3cac7784882ca10e7d4e4cb6ac8/examples/TestAppUwp/MainPage.xaml.cs#L92-L95
Removed the generated unique identifier to let developers chose their own preferred approach. The only requirement for node-dss
is the unity of the two peer IDs.
NodeDssSignaler
component now allows configuring the local peer ID and serialize that field for convenience.This should make debugging as easy and convenient as before, while being more explicit. Closing this issue which actually points at the ID being controlled by MixedReality-WebRTC, which is not the case.
When running an instance of the Unity editor and an instance of the PC build of the Unity sample on the same machine, the Unity-generated "unique" peer ID for node-dss is the same, which prevents connecting. The unique ID should be per instance, not per machine.