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Managed C# abstraction of GameNetworkingSockets library by Valve Software

Results 5 ValveSockets-CSharp issues
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Hey, I'm currently in the process of evaluating using GNS as a network backend Your wrapper works well (thanks!), but we're having some issues getting the whole thing to run...

update

Hello, first of all thanks for your efforts so far. It helped so much along the way. I was wondering if you are planning to implement the P2P callbacks and...

enhancement

Hi! Is there a way to set a connection status handler callback for a specific `NetworkingSockets` instance? Currently, it's recommended to use `NetworkingUtils.SetStatusCallback`. However, as far as I see, this...

enhancement

Fix pack size on different platform, fix #17

https://github.com/nxrighthere/ValveSockets-CSharp/blob/abe9031a25b2f5d6d6e2530fbd908faade6eb896/ValveSockets.cs#L401-L408 Block above is an incorrect usage of `SteamAPI_SteamNetworkingMessage_t_Release(self)`. You have to pass the unmanaged pointer to the `SteamNetworkingMessage_t`, not the freeing function pointer `m_pfnRelease`. --- What [`SteamNetworkingMessage_t::Release()`](https://github.com/ValveSoftware/GameNetworkingSockets/blob/725e273c7442bac7a8bc903c0b210b1c15c34d92/include/steam/steamnetworkingtypes.h#L1931) on GameNetworkingSockets...