Łukasz Domeradzki

Results 65 comments of Łukasz Domeradzki

> I'm not sure what you mean with regard to heartbeats because SteamKit handles heartbeats itself with an internal timer. We can do that because it doesn't require any interaction...

> On login, the CMs tells us how often we have to heartbeat. We setup a timer. Whenever that timer fires, we send the heartbeat "hey I'm still here" message....

I managed to reproduce it by calling `SteamClient.Disconnect()` routine near end of my program. I'm not sure at this point if above is side-effect of `Environment.Exit()` call executed right after...

I don't see why we can't deprecate existing function and code new one with one less argument. As of 2: you could do the same by adding another function with...

Making `CallbackManager` handle multiple `SteamClient`s sounds good at first, but I'm afraid that it can be too much for a single thread to handle in long-run - we might have...

> it may be impossible to save login sessions between runs with the current way that SteamKit creates and logs in users. (I may be wrong, I'm brand new to...

Yep, for example it's totally possible that 2 `SteamFriends.SendChatRoomMessage` calls will actually result in message 2 being sent before message 1. I had to implement my own channel message queue...

> why does GetCMList have it as a parameter? Likely because SteamCN have their own servers which aren't global like "our" realm. It's indicator which serverlist to return.

Trying to start with `ChatRoom.SendChatMessage#1` but I'm probably too stupid for this 😅 I guess I'll just wait for finished implementation instead, unless you have extra surplus of time and...

Thank you both! I managed to get first working example, sharing it for reference: ```C# internal sealed class ArchiBetaHandler : ClientMsgHandler { public override void HandleMsg(IPacketMsg packetMsg) { } internal...