GameNetworkingSockets
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Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
I run example chat program with many client connections at same time and when i was terminating all clients at once server was failing asserts with debug outputs with type...
Hi all, We are building a Steam game and have implemented multiplayer via ISteamNetworkingMessages. Thanks for all your hard work on this new library, we had used ISteamNetworking for a...
Several hosts have been reporting this assertion in standard output these past few days. Perhaps an issue introduced in the December 21st Steam client update? Here is a full example...
I'm trying to use GNS with my own sort-of game engine on top of SDL2, linking statically for less clutter using msys2 on windows. My OS is windows 10 and...
Some sort of signaling service is needed for P2P connections. (See [README_P2P.md](README_P2P.md)). Steamworks provides this services for games on Steam, but we need a solution for the opensource version. We...
We are trying to retrieve lifetime stats data for a connection, which does not seem to be possible right now: - GetQuickConnectionStatus does not include any lifetime stats - GetDetailedConnectionStatus...
This is a split from issue #127, which was actually two issues. Right now you can get detailed stats, but only in a human-readable string form. So the feature that...
I was about to integrate the library into [NetDynamics](https://github.com/nxrighthere/NetDynamics) for tests, but unreliable sequenced message delivery is not supported unlike in other modern network transports. It solves a vector of...
We know which messages have been acked. Indeed, we have expended significant energy to do this efficiently. We should expose this information to the application, so that they won't re-implement...