GameNetworkingSockets
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Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
Added osx build job to CI workflow #178
Hey, I am working on a little cpp project using steam networking and `ISteamNetworkingMessages.ReceiveMessagesOnChannel` call sometimes blocks forever. I have class `NetworkManager` and in the constructor uses malloc to allocate...
typo #2
it is literally just another typo...
It is literally just one typo.
I've been developing a game server in Go with the Go GNS bindings, which only target the open source version I've recently created an app, and then got the Steamworks.NET...
There was a typo for checking against the size of `latest_received_pkt_num`. As the packet mask is 0b10010000, `nFrameType & 0x40` will always be zero. I changed the mask to `0x10`...
Hello, I have a crash report from one of our titles that mentions crashes then the following logs: ``` src/steamnetworkingsockets/clientlib/steamnetworkingsockets_lowlevel.cpp (2483) : Assertion Failed: Extra control data returned besides TOS?...
``` CMake Warning at /usr/share/cmake-3.22/Modules/FindProtobuf.cmake:524 (message): Protobuf compiler version 27.1 doesn't match library version 5.27.1 Call Stack (most recent call first): src/CMakeLists.txt:7 (find_package) ```
I want to implement a data replication system where data is one way replicated from server to client. Replicating data like unit positions should be reliable, while occasional data loss...
We've received reports from several hosts of Unturned (AppID 304930) that their servers intermittently crash if Fake IP is enabled. Here's a crash dump from a Windows server which reports...