Steamworks.NET
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Lobby ID returned by LobbyCreated_t/LobbyEnter_t does not match the one returned by LobbyChatUpdate_t
I'm not sure if this is an issue with the Steamworks API itself, or the wrapper that Steamworks.NET forms around it.
Steps to reproduce:
- Create a lobby on the host. Save the lobby ID from LobbyCreated_t/LobbyEnter_t returns.
- Join the lobby from another client. Initiate a P2P connection with the host immediately after the LobbyDataUpdate_t callback fires.
- The owner receives a LobbyChatUpdate_t then a P2PSessionRequest_t. The LobbyChatUpdate_t's lobby ID does not match the previously saved ID. It's not too different, usually only being different by one or two bits in the Account ID section of the Steam ID.
- Have not fully debugged this part yet: Upon a P2PSessionRequest_t callback, the lobby, as seen by the lobby owner doesn't seem to contain the player that just joined. This is using the previously saved lobby ID.
I'm using the latest *.unitypackage release from Releases on Unity 2017.3.1f1 with the MonoBleedingEdge runtime.
Will post source code that is producing these issues soon, do not have the source on my current machine.
随分前のポストですが私も同じ状況になりました。 LobbyDataUpdate_t.m_bSuccessがfalseの時になったのでそれが原因と思われますが、回避方法が分かっていません。
This is an old post, but I'm in the same situation. When LobbyDataUpdate_t.m_bSuccess is false, it seems to be the cause, but I don't know how to avoid it.