GameNetworkingSockets
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Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
The first peer trying to connect gets this error after the second peer tries to connect: ``` src\steamnetworkingsockets\clientlib\../steamnetworkingsockets_internal.h(767): Assertion Failed: !IsLocked() Assertion failed: !"TEST FAILED", file GameNetworkingSockets\tests\test_common.cpp, line 46 ```...
Currently connections on Steam that are relayed are rate limited by the relays. But we should probably also implement a generic packet rate limiter and add some configuration values so...
From my quick look at code, i found out that there is key exchange public key signing in source, but no way to set keys for it are provided in...
The newly added built-in ICE client doesn't have support for TURN servers, as we don't have a use case that needs it. If you need TURN support, which seems reasonable...
The README mentions contacting for console code, but does not indicate how or who to contact.
I've spotted strange thing with ISteamNetworkingMessages. I have 2 computers. When computer A started connection by sending messages to computer B, all fine, connection established via web rtc (ICE) and...
All of the CI builds are flavors of linux. It'd be great to add some Windows / Mac ones. Anybody know github actions and want to help out?
Hello! I've recently got the Steamworks version of the library integrated with my project thanks to your additions (like the flat interface for C#)! It's mostly working great, it's a...
With the protocol supporting negotiable cipher suites, some additional changes to support a more flexible crypto config seem like they could be useful. ### Motivations: There may be situations where:...
Implements the first two tasks of #196 Opening as a draft for feedback.