GameNetworkingSockets
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Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
While this library has shown to scale up to larger server based use cases and cross-continent P2P connections, the lack of a LAN discovery tool for quick and dirty LAN...
We've been designing for real-time apps that "tick" on a relatively high frequency, and that will poll for messages at this interval. We should provide a mechanism for apps that...
Steps to reproduce: 1) in developer prompt for visual studio 2022: ``` git clone https://github.com/microsoft/vcpkg .\vcpkg\bootstrap-vcpkg.bat ``` 2) clone GameNetworkingSockets repo. 3) in GameNetworkingSockets dir: ``` .\vcpkg\vcpkg install --triplet=x64-windows cmake...
Hey Everyone, I'm getting a Segmentation fault when I run CreateListenSocketIP using a built libGameNetworkingSockets.so. Could this be an issue with WSL2 permissions (and if it is does anyone have...
Hello! Are these messages normal? It seems to me that I am doing something wrong. ``` ... 0.000000 Waited 2.2ms for SteamNetworkingSockets lock 0.000000 SteamNetworkingSockets lock held for 6.4ms. (Performance...
There is a non utf-8 character on the first line of [src/public/tier1/utllinkedlist.h](https://github.com/ValveSoftware/GameNetworkingSockets/blob/master/src/public/tier1/utllinkedlist.h): ``` //========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// ``` I was able to compile gns...
I build a static version of GameNetworkingSockets for Windows from source along with its dependencies (Protobuf, OpenSSL), using CMake and MinGW on Linux (cross compile). I configure CMake with `-DBUILD_STATIC_LIB=ON...
Hi! I've started integrating GNS into a pet project to analyze it, and the following felt wrong: In [ChatServer::OnSteamNetConnectionStatusChanged](https://github.com/ValveSoftware/GameNetworkingSockets/blob/d5f855967440eeb5b4d5798bebe179ef868ac6af/examples/example_chat.cpp#L404-L406) the code does the following: ```cpp case k_ESteamNetworkingConnectionState_ClosedByPeer: case k_ESteamNetworkingConnectionState_ProblemDetectedLocally: if...
Although the gain for UDP can be limited, are there any plans to add compression? Or pointers how to add it myself?