/// <summary> /// This will connect a UDP client to a given UDP server /// </summary> /// <param name="host">The server's host address on the network</param> /// <param name="port">The port that the server is hosting on</param> /// <param name="natHost">The NAT server host address, if blank NAT will be skipped</param> /// <param name="natPort">The port that the NAT server is hosting on</param> /// <param name="pendCreates">Immidiately set the NetWorker::PendCreates to true</param> public void Connect(CSteamID hostId, bool pendCreates = false) { if (Disposed) { throw new ObjectDisposedException("UDPClient", "This object has been disposed and can not be used to connect, please use a new UDPClient"); } if (hostId.IsLobby()) { //If this is a lobby we need to join it, make direct connection to the owner. m_JoinCall = SteamMatchmaking.JoinLobby(hostId); m_LobbyEntered = Callback <LobbyEnter_t> .Create((LobbyEnter_t data) => { LobbyID = (CSteamID)data.m_ulSteamIDLobby; //Get the owner and attempt a direct connection Connect(SteamMatchmaking.GetLobbyOwner(LobbyID), pendCreates); }); return; } // By default pending creates should be true and flushed when ready if (!pendCreates) { PendCreates = true; } try { ushort clientPort = DEFAULT_PORT; // Make sure not to listen on the same port as the server for local networks if (clientPort == DEFAULT_PORT) { clientPort++; } Client = new CachedSteamP2PClient(hostId); // Do any generic initialization in result of the successful bind OnBindSuccessful(); // Get a random hash key that needs to be used for validating that the server was connected to headerHash = Websockets.HeaderHashKey(); // This is a typical Websockets accept header to be validated byte[] connectHeader = Websockets.ConnectionHeader(headerHash, DEFAULT_PORT); // Setup the identity of the server as a player server = new NetworkingPlayer(0, hostId, true, this); // Create the thread that will be listening for new data from connected clients and start its execution Task.Queue(ReadNetwork); //Let myself know I connected successfully OnPlayerConnected(server); // Set myself as a connected client server.Connected = true; //Set the port SetPort(clientPort); int connectCounter = 0; Task.Queue(() => { do { // Send the accept headers to the server to validate Client.Send(connectHeader, connectHeader.Length, hostId, EP2PSend.k_EP2PSendReliable); Thread.Sleep(3000); } while (!headerExchanged && IsBound && ++connectCounter < CONNECT_TRIES); if (connectCounter >= CONNECT_TRIES) { if (connectAttemptFailed != null) { connectAttemptFailed(this); } } }); m_CallbackP2PSessionConnectFail = Callback <P2PSessionConnectFail_t> .Create((P2PSessionConnectFail_t data) => { if (data.m_eP2PSessionError > 0) { Disconnect(true); switch (data.m_eP2PSessionError) { case 1: Logging.BMSLog.LogException("The target user is not running the same game."); break; case 2: Logging.BMSLog.LogException("The local user doesn't own the app that is running."); break; case 3: Logging.BMSLog.LogException("Target user isn't connected to Steam."); break; case 4: Logging.BMSLog.LogException("The connection timed out because the target user didn't respond, perhaps they aren't calling AcceptP2PSessionWithUser"); break; } } // }); } catch (Exception e) { Logging.BMSLog.LogException(e); // Do any generic initialization in result of the binding failure OnBindFailure(); throw new FailedBindingException("Failed to bind to host/port, see inner exception", e); } }