Steamworks.SteamNetworking
We advise against using this. It may be changed or removed in a future update.
This has been depreceated and https://wiki.facepunch.com/steamworks/SteamNetworkingSockets should be used instead.
Fields
Called when packets can't get through to the specified user.
All queued packets unsent at this point will be dropped, further attempts
to send will retry making the connection (but will be dropped if we fail again).
This SteamId wants to send you a message. You should respond by calling AcceptP2PSessionWithUser
if you want to recieve their messages
Methods
This should be called in response to a OnP2PSessionRequest
Allow or disallow P2P connects to fall back on Steam server relay if direct
connection or NAT traversal can't be established. Applies to connections
created after setting or old connections that need to reconnect.
This should be called when you're done communicating with a user, as this will
free up all of the resources allocated for the connection under-the-hood.
If the remote user tries to send data to you again, a new OnP2PSessionRequest
callback will be posted
Checks if a P2P packet is available to read, and gets the size of the message if there is one.
Reads in a packet that has been sent from another user via SendP2PPacket..
static bool SendP2PPacket( SteamId steamid, byte* data, uint length, int nChannel = 1, P2PSend sendType = Reliable )
Sends a P2P packet to the specified user.
This is a session-less API which automatically establishes NAT-traversing or Steam relay server connections.
NOTE: The first packet send may be delayed as the NAT-traversal code runs.