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Only suitable for client use not Steam Game Server #12
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Thank you, this is certainly interesting! I'll look into this once I have some more time on my hands. :) |
Just for note we find that when using sockets we get memmory access violations and a crash In our case we use data.Release(); in your case your calling data.Release calls that same method as such
Could be an issue else where but wondered if you saw the same when testing sockets or if its just us :) |
I have encountered crashes when using the object's Release function as described in this issue: rlabrecque/Steamworks.NET#388 When I replaced it with the native method as you quoted, it did work. |
This issue is resolved by the pullrest #22 which has been merged into the master branch |
Your transport uses a lot of client only interface calls so wont work on a steam game server
We have created a variant that wraps these with
#if UNITY_SERVER
// server variant
#else
// client variant
#endif
That said its based on our framework not Steamworks.NET so wouldn't work in your case but wanted to raise this to you. but you are welcome to it https://www.dropbox.com/s/topkpniiqshroo7/SteamMirrorTransport.cs?dl=0
Follows is a list of the modifications we made
Note we are aware of either a bug or at least bit of confusion around GameServer.Init with the Steamworks.NET wrapper causing issues on port bindings. So if you go to test this you may run into that you can see more on that here rlabrecque/Steamworks.NET#407
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