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Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.

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It is possible for nullptr to be returned from: IBoundUDPSocket *CSharedSocket::AddRemoteHost( const netadr_t &adrRemote, CRecvPacketCallback callback ) This nullptr will get assigned to pRequest->m_pSocket at least in: CSteamNetworkingSocketsSTUNRequest *CSteamNetworkingSocketsSTUNRequest::SendBindRequest CSteamNetworkingSocketsSTUNRequest...

bug

As far as I understood, in 1.4.0 you fixed the installation of the static version via vcpkg... or not? ```powershell PS E:\Work\vcpkg> ./vcpkg search gamenetworkingsockets gamenetworkingsockets 1.4.0 GameNetworkingSockets is a...

Many months ago with older code I had followed the P2P example and had successfully integrated peer-to-peer connections in my work. I have updated to recent code (yesterday) and in...

Interface: https://partner.steamgames.com/doc/webapi/IGameServersService wiki: https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol Request URL: https://api.steampowered.com/IGameServersService/GetServerList/v1/?key=SteamWebAPIKey&limit=50000&filter=\gamedir\csgo\nand\1\gametype\valve_ds\dedicated\1 There is no information about working with "CLOUD_SERVER_CONTROLLER" in the documentation. Why is this scaling devkit not described? Is this some kind of...

I'm trying to get unauthenticated UDP connections to works and afaict it should be possible to have a direct connection without logging in to steam or any internet access as...

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