public async Task CreateRelayServer() { var si = SteamNetworkingSockets.CreateRelaySocket <TestSocketInterface>(); Console.WriteLine($"Created Socket: {si}"); // Give it a second for something to happen await Task.Delay(1000); si.Close(); }
public async Task RelayEndtoEnd() { var socket = SteamNetworkingSockets.CreateRelaySocket <TestSocketInterface>(7788); var server = socket.RunAsync(); await Task.Delay(1000); var connection = SteamNetworkingSockets.ConnectRelay <TestConnectionInterface>(SteamClient.SteamId, 7788); var client = connection.RunAsync(); await Task.WhenAll(server, client); }
public async Task CreateRelayServer() { SteamNetworkingUtils.DebugLevel = NetDebugOutput.Everything; SteamNetworkingUtils.OnDebugOutput += DebugOutput; var si = SteamNetworkingSockets.CreateRelaySocket <TestSocketInterface>(); Console.WriteLine($"Created Socket: {si}"); // Give it a second for something to happen await Task.Delay(1000); si.Close(); }
public async Task RelayEndtoEnd() { SteamNetworkingUtils.InitRelayNetworkAccess(); // 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($"----- Creating Socket Relay Socket.."); var socket = SteamNetworkingSockets.CreateRelaySocket <TestSocketInterface>(6); var server = socket.RunAsync(); await Task.Delay(1000); Console.WriteLine($"----- Connecting To Socket via SteamId ({SteamClient.SteamId})"); var connection = SteamNetworkingSockets.ConnectRelay <TestConnectionInterface>(SteamClient.SteamId, 6); var client = connection.RunAsync(); await Task.WhenAll(server, client); }