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Session Keep-Alive and Duplicate Login Check

This API periodically sends session keep-alive signals to the server and checks for duplicate logins from other devices.

Example Code Note

The example code in this document is provided for reference. The example shows a timer-based implementation using FTimerHandle, but feel free to modify it according to your project's architecture and coding conventions.

URL Confirmation

This API uses the service-account.playnanoo.com domain.

API Information

  • URL: https://service-account.playnanoo.com/api/v20240401/alive
  • Method: PUT
  • Authentication Required: Yes

Request Parameters

ParameterTypeRequiredDescription
platformstringRequiredPlatform (e.g., "aos", "ios")
device_idstringRequiredDevice unique ID
device_modelstringRequiredDevice model name
device_osstringRequiredDevice OS
device_languagestringRequiredDevice language (e.g., "KO", "EN")
DeviceInfo Inheritance

The Req class for this API inherits from DeviceInfo. All properties of DeviceInfo are automatically included.

Response Data

Success Response

FieldTypeDescription
StatusstringStatus (success: "success")

Error Response

Error CodeDescription
30006DuplicatedDeviceException - Already authenticated on another device

Unreal C++ Implementation

CheckAlive Class

// CheckAlive.h
#pragma once

#include "CoreMinimal.h"
#include "Http.h"
#include "Json.h"
#include "CheckAlive.generated.h"

USTRUCT(BlueprintType)
struct FCheckAliveResponse
{
GENERATED_BODY()

UPROPERTY(BlueprintReadOnly)
FString Status;

UPROPERTY(BlueprintReadOnly)
FString ErrorCode;

UPROPERTY(BlueprintReadOnly)
FString Message;
};

DECLARE_DELEGATE_OneParam(FOnCheckAliveSuccess, const FCheckAliveResponse&);
DECLARE_DELEGATE_OneParam(FOnCheckAliveError, const FCheckAliveResponse&);

UCLASS()
class YOURPROJECT_API UCheckAlive : public UObject
{
GENERATED_BODY()

public:
void Send(FOnCheckAliveSuccess OnSuccess, FOnCheckAliveError OnError);

private:
static const FString Path;
};

// CheckAlive.cpp
#include "CheckAlive.h"
#include "YourHelper.h"

const FString UCheckAlive::Path = TEXT("https://service-account.playnanoo.com/api/v20240401/alive");

void UCheckAlive::Send(FOnCheckAliveSuccess OnSuccess, FOnCheckAliveError OnError)
{
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
Request->SetVerb(TEXT("PUT"));
Request->SetURL(Path);

// Set common headers (authentication token required)
FYourHelper::SetCommonHeaders(Request, true);

// Create request body
TSharedPtr<FJsonObject> JsonObject = MakeShareable(new FJsonObject);
JsonObject->SetStringField(TEXT("platform"), FYourHelper::GetPlatform());
JsonObject->SetStringField(TEXT("device_id"), FYourHelper::GetDeviceId());
JsonObject->SetStringField(TEXT("device_model"), FYourHelper::GetDeviceModel());
JsonObject->SetStringField(TEXT("device_os"), FYourHelper::GetDeviceOS());
JsonObject->SetStringField(TEXT("device_language"), FYourHelper::GetDeviceLanguage());

FString RequestBody;
TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&RequestBody);
FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer);
Request->SetContentAsString(RequestBody);

Request->OnProcessRequestComplete().BindLambda(
[OnSuccess, OnError](FHttpRequestPtr Request, FHttpResponsePtr Response, bool bSuccess)
{
FCheckAliveResponse Result;

if (bSuccess && Response.IsValid())
{
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(Response->GetContentAsString());

if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid())
{
JsonObject->TryGetStringField(TEXT("Status"), Result.Status);
JsonObject->TryGetStringField(TEXT("ErrorCode"), Result.ErrorCode);
JsonObject->TryGetStringField(TEXT("Message"), Result.Message);

if (Result.ErrorCode.IsEmpty())
{
OnSuccess.ExecuteIfBound(Result);
}
else
{
OnError.ExecuteIfBound(Result);
}
}
}
else
{
Result.ErrorCode = TEXT("HTTP_ERROR");
Result.Message = TEXT("Request failed");
OnError.ExecuteIfBound(Result);
}
}
);

Request->ProcessRequest();
}

Add to Singleton Manager Class

Add periodic CheckAlive calls and duplicate login detection to your singleton manager.

// YourSingleton.h
DECLARE_DELEGATE_OneParam(FOnDuplicateDetected, bool);

private:
bool bIsDuplicate = false;
FTimerHandle AliveTimerHandle;
FOnDuplicateDetected DuplicateCallback;

public:
// Start session keep-alive (minimum 300 seconds)
UFUNCTION(BlueprintCallable, Category = "YourProject|Session")
void CheckAliveStart(int32 DelayTime = 300);

// Stop session keep-alive
UFUNCTION(BlueprintCallable, Category = "YourProject|Session")
void CheckAliveStop();

// Register duplicate login check callback
void CheckDuplicate(FOnDuplicateDetected Callback);

// YourSingleton.cpp
void UYourSingleton::CheckAliveStart(int32 DelayTime)
{
if (AliveTimerHandle.IsValid())
{
return;
}

int32 Timer = FMath::Max(DelayTime, 300);

GetWorld()->GetTimerManager().SetTimer(
AliveTimerHandle,
[this]()
{
if (DataManager->GetAccessToken().IsEmpty())
{
return;
}

UCheckAlive* CheckAlive = NewObject<UCheckAlive>();
CheckAlive->Send(
FOnCheckAliveSuccess::CreateLambda([](const FCheckAliveResponse& Response)
{
// Success response - not duplicate
UE_LOG(LogTemp, Log, TEXT("Session alive: %s"), *Response.Status);
}),
FOnCheckAliveError::CreateLambda([this](const FCheckAliveResponse& Response)
{
// 30006: DuplicatedDeviceException - Already authenticated on another device
if (Response.ErrorCode == TEXT("30006"))
{
bIsDuplicate = true;
DuplicateCallback.ExecuteIfBound(true);
}
})
);
},
Timer,
true // Repeat execution
);
}

void UYourSingleton::CheckAliveStop()
{
if (AliveTimerHandle.IsValid())
{
GetWorld()->GetTimerManager().ClearTimer(AliveTimerHandle);
AliveTimerHandle.Invalidate();
}
}

void UYourSingleton::CheckDuplicate(FOnDuplicateDetected Callback)
{
DuplicateCallback = Callback;
}

Usage Example

Basic Usage

void AYourGameMode::BeginPlay()
{
Super::BeginPlay();

// Start session keep-alive after successful login (every 300 seconds)
UYourSingleton::Get()->CheckAliveStart(300);

// Register duplicate login check callback
UYourSingleton::Get()->CheckDuplicate(
FOnDuplicateDetected::CreateLambda([](bool bIsDuplicate)
{
if (bIsDuplicate)
{
UE_LOG(LogTemp, Error, TEXT("Duplicate connection has been detected."));
// Force logout processing
// e.g., Navigate to login screen, delete tokens, etc.
}
})
);
}

Stop Session Keep-Alive on Logout

void AYourGameMode::Logout()
{
// Stop session keep-alive
UYourSingleton::Get()->CheckAliveStop();

// Other logout processing...
}

Flow

  1. After successful login, call CheckAliveStart(300)
  2. Every 300 seconds, send alive request to server
  3. Success response: Session maintained
  4. Error 30006: Logged in from another device → bIsDuplicate = true
  5. Callback invoked: When duplicate detected, execute registered callback
  6. Callback processing: Force logout, show notification, etc.

Caution

Do Not Call Multiple Times

CheckAliveStart() should be called only once in your entire application.

  • Do not call it from multiple levels or actors.
  • Multiple calls may cause the server to detect abnormal request patterns, resulting in false positive duplicate login errors (30006).
  • Use a singleton pattern to manage session keep-alive from a single location.
  • While the implementation internally prevents duplicate calls when a timer is already running, it's best practice to maintain a single call point structurally.