Netcode for Gameobjects (Netcode) provides a way to implement a connection approval delegate that can reject incoming connections based on custom logic.
Boss Room provides an example of such delegate
The code below shows an example of an over-capacity check that would prevent more than a certain pre-defined number of players from connecting.
SUBJECT TO CHANGE:
In connection approval delegate Netcode does not support an ability to send anything more than a boolean back. Boss Room demonstrates a way to provide meaningful error code to the client by invoking a client RPC in the same channel that Netcode uses for its connection callback.
When using Relay, ensure the maximum number of peer connections allowed by the host satisfies the logic implemented in the connection approval delegate.