GameNetworkingSockets
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Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
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Hi there. I got to the point where I am testing the actual P2P connections in our game and it doesn't seem to be working. I thought it was something...
raphy@raohy:~$ git clone --recurse-submodules https://github.com/ValveSoftware/GameNetworkingSockets.git Cloning into 'GameNetworkingSockets'... remote: Enumerating objects: 10481, done. remote: Counting objects: 100% (2844/2844), done. remote: Compressing objects: 100% (459/459), done. remote: Total 10481 (delta 2437),...
Using the SteamAPI. I'm using a worker thread to read and process received messages from ReceiveMessagesOnConnection, this is done in such a way that the matching SteamNetworkingMessage_t::Release() may be a...
I am currently the maintainer of the NuGet package "GameNetworkingSockets", and I have been receiving complaints that the package does not have the enum value `k_ESteamNetworkingConfig_RecvBufferSize`, which was added after...
I am trying to achieve a 100mb transformation between Steam networking sockets. But the buffer is too small. I have also tightened the client code. Unfortunately, that doesn't work either....
As a user, I would like to establish P2P connections using custom signaling between the Steam version of the library and the OSS (Open Source Software) version. However, the Steam...
I don't know why. I didn't change anything and I'm not the only one with this problem. The server hangs at random times, showing that players are still playing on...
Hi, before I make a pull request I'd like to ask here if this is something that you'd like to add to the library. I was surprised to learn that...
Hello, thank you for the work on this product :) I'm revising a dedicated server program, build using the steamworks sdk version of GameNetworkingSockets. I believe there to be the...