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Steam network api #26
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No, we do not have those functions currently. I don't plan on working on those personally, but we accept PRs. |
Yea, if you can somehow provide an example, I am interested in creating a PR, but I am not fimiliar with C++ that much. |
Take a look at Contributing.md and the previously closed pull requests, there are a few examples of people adding new methods. |
Hi @Ismoh, I think we can use luaJIT's FFI to access the GameNetworkingSockets directly from lua. |
Yea, I think so too, but I am really bad in lua, luaJIT FFI and C++. Still learning. Would be awesome, if you can give me a shout, after your research. |
Unfortunetely, I don't think that GameNetworkingSockets have C bindings, which means they won't be accessible to luaJIT's FFI. :( |
Nevermind!!! Everything is defined in |
Can you provide an example? For further chatting, you can use this: Thanks for the help, I really appreciate it. Much Love! |
@Ismoh If you are still interested in it, I'm making good progress. I'm not planning to implement every single function and so far I'm only doing the Sockets API for a client/server architecture, so no NetworkingMessages or P2P functions, but if you need more, it should be easy to add and you're welcome to contribute. |
Awesome! |
I implemented nearly everything aside from some debugging and datacenter connectivity measurement related methods. I'm using it for my own server/client based project and was able to use it as a drop-in replacement for enet and it seems to work completely fine so far. Please let me know if anybody finds any issues. |
Thanks a tonne for this!!! |
Closing as #27 is merged and soon will be released |
I had a look on your documentation and wasnt able to see network functions.
Does your wrapper provide steam network api stuff like https://github.com/ValveSoftware/GameNetworkingSockets ( https://partner.steamgames.com/doc/features/multiplayer/networking ) ?
If I would be able to use C++, I would create a PR, but I never worked with C++
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