Steamworks.NET
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Steam P2P messages are delayed by almost 60 seconds
I recently just got my godot game setup with multiplayer, using steamworks.net p2p for syncing position information. I have the
OnP2PRequestCallback(P2PSessionRequest_t request) callback setup, with
SteamNetworking.AcceptP2PSessionWithUser(request.m_steamIDRemote); inside the callback.
I am sending position data every frame, and I am receiving position data every frame (I have prints on both ends) but for some reason it takes almost a minute for the data coming in to change to what it was 1 minute ago on the opposing user's client. I genuinely have no clue why this would happen, its such a weird bug I have no idea how to even approach it. This has been reproduced with a testing computer I have on my network as well as a friend's computer. (both being connected p2p to my computer). I have also confirmed the connections and both clients have a valid session with eachother. Any Ideas?
The Steam APIs you're using are deprecated and shouldn't be used for new projects. You should build on the newer P2P APIs like ISteamNetworkingSockets or ISteamNetworkingMessages.
If you have other usage problems (that aren't clearly caused by Steamworks.NET), you'll have much more luck getting answers in the official Steamworks discussion board