public async Task RelayEndtoEndFakeIP() { SteamNetworkingUtils.InitRelayNetworkAccess(); SteamNetworkingUtils.DebugLevel = NetDebugOutput.Warning; SteamNetworkingUtils.OnDebugOutput += DebugOutput; // For some reason giving steam a couple of seconds here // seems to prevent it returning null connections from ConnectNormal await Task.Delay(2000); Console.WriteLine($"----- Creating Socket Relay Socket.."); var socket = SteamNetworkingSockets.CreateRelaySocketFakeIP <TestSocketInterface>(); var server = socket.RunAsync(); await Task.Delay(1000); Console.WriteLine($"----- Retrieving Fake IP.."); SteamNetworkingSockets.GetFakeIP(0, out NetAddress address); Console.WriteLine($"----- Connecting To Socket via Fake IP ({address})"); var connection = SteamNetworkingSockets.ConnectNormal <TestConnectionInterface>(address); var client = connection.RunAsync(); await Task.WhenAll(server, client); }
public async Task NormalEndtoEnd() { SteamNetworkingUtils.DebugLevel = NetDebugOutput.Everything; SteamNetworkingUtils.OnDebugOutput += DebugOutput; // For some reason giving steam a couple of seconds here // seems to prevent it returning null connections from ConnectNormal await Task.Delay(2000); // // Start the server // Console.WriteLine("CreateNormalSocket"); var socket = SteamNetworkingSockets.CreateNormalSocket <TestSocketInterface>(NetAddress.AnyIp(12445)); var server = socket.RunAsync(); // // Start the client // Console.WriteLine("ConnectNormal"); var connection = SteamNetworkingSockets.ConnectNormal <TestConnectionInterface>(NetAddress.From("127.0.0.1", 12445)); var client = connection.RunAsync(); await Task.WhenAll(server, client); }
public async Task NormalEndtoEnd() { var socket = SteamNetworkingSockets.CreateNormalSocket <TestSocketInterface>(NetAddress.AnyIp(12445)); var server = socket.RunAsync(); await Task.Delay(1000); var connection = SteamNetworkingSockets.ConnectNormal <TestConnectionInterface>(NetAddress.From(System.Net.IPAddress.Parse("127.0.0.1"), 12445)); var client = connection.RunAsync(); await Task.WhenAll(server, client); }