public static NextClient CreateClient(FizzySteamworks transport, string host)
        {
            NextClient c = new NextClient(transport);

            c.OnConnected    += () => transport.OnClientConnected.Invoke();
            c.OnDisconnected += () => transport.OnClientDisconnected.Invoke();
            c.OnReceivedData += (data, ch) => transport.OnClientDataReceived.Invoke(new ArraySegment <byte>(data), ch);

            try
            {
#if UNITY_SERVER
                SteamGameServerNetworkingUtils.InitRelayNetworkAccess();
#else
                SteamNetworkingUtils.InitRelayNetworkAccess();
#endif
                c.Connect(host);
            }
            catch (Exception ex)
            {
                Debug.LogException(ex);
                c.OnConnectionFailed();
            }

            return(c);
        }
        public static NextServer CreateServer(FizzySteamworks transport, int maxConnections)
        {
            NextServer s = new NextServer(maxConnections);

            s.OnConnected     += (id) => transport.OnServerConnected.Invoke(id);
            s.OnDisconnected  += (id) => transport.OnServerDisconnected.Invoke(id);
            s.OnReceivedData  += (id, data, ch) => transport.OnServerDataReceived.Invoke(id, new ArraySegment <byte>(data), ch);
            s.OnReceivedError += (id, exception) => transport.OnServerError.Invoke(id, exception);

            try
            {
#if UNITY_SERVER
                SteamGameServerNetworkingUtils.InitRelayNetworkAccess();
#else
                SteamNetworkingUtils.InitRelayNetworkAccess();
#endif
            }
            catch (Exception ex)
            {
                Debug.LogException(ex);
            }

            s.Host();

            return(s);
        }
        private void InitRelayNetworkAccess()
        {
            try
            {
                if (UseNextGenSteamNetworking)
                {
#if UNITY_SERVER
                    SteamGameServerNetworkingUtils.InitRelayNetworkAccess();
#else
                    SteamNetworkingUtils.InitRelayNetworkAccess();
#endif
                }
            }
            catch { }
        }
        public override void ServerStart()
        {
            try
            {
#if UNITY_SERVER
                SteamGameServerNetworkingUtils.InitRelayNetworkAccess();
#else
                SteamNetworkingUtils.InitRelayNetworkAccess();
#endif


                InitRelayNetworkAccess();

                if (ClientActive())
                {
                    Debug.LogError("Transport already running as client!");
                    return;
                }

                if (!ServerActive())
                {
                    if (UseNextGenSteamNetworking)
                    {
                        Debug.Log($"Starting server [SteamSockets].");
                        server = NextServer.CreateServer(this, NetworkManager.singleton.maxConnections);
                    }
                    else
                    {
                        Debug.Log($"Starting server [DEPRECATED SteamNetworking]. Relay enabled: {AllowSteamRelay}");
#if UNITY_SERVER
                        SteamGameServerNetworking.AllowP2PPacketRelay(AllowSteamRelay);
#else
                        SteamNetworking.AllowP2PPacketRelay(AllowSteamRelay);
#endif
                        server = LegacyServer.CreateServer(this, NetworkManager.singleton.maxConnections);
                    }
                }
                else
                {
                    Debug.LogError("Server already started!");
                }
            }
            catch (Exception ex)
            {
                Debug.LogException(ex);
                return;
            }
        }
        public override bool Available()
        {
            try
            {
#if UNITY_SERVER
                SteamGameServerNetworkingUtils.InitRelayNetworkAccess();
#else
                SteamNetworkingUtils.InitRelayNetworkAccess();
#endif
                return(true);
            }
            catch
            {
                return(false);
            }
        }
        public override void ClientConnect(string address)
        {
            try
            {
#if UNITY_SERVER
                SteamGameServerNetworkingUtils.InitRelayNetworkAccess();
#else
                SteamNetworkingUtils.InitRelayNetworkAccess();
#endif

                InitRelayNetworkAccess();

                if (ServerActive())
                {
                    Debug.LogError("Transport already running as server!");
                    return;
                }

                if (!ClientActive() || client.Error)
                {
                    if (UseNextGenSteamNetworking)
                    {
                        Debug.Log($"Starting client [SteamSockets], target address {address}.");
                        client = NextClient.CreateClient(this, address);
                    }
                    else
                    {
                        Debug.Log($"Starting client [DEPRECATED SteamNetworking], target address {address}. Relay enabled: {AllowSteamRelay}");
                        SteamNetworking.AllowP2PPacketRelay(AllowSteamRelay);
                        client = LegacyClient.CreateClient(this, address);
                    }
                }
                else
                {
                    Debug.LogError("Client already running!");
                }
            }
            catch (Exception ex)
            {
                Debug.LogError("Exception: " + ex.Message + ". Client could not be started.");
                OnClientDisconnected.Invoke();
            }
        }