Comments (2)
Greetings. Asynchronous simulation within a single process is not possible at the moment because of this. The wrapper itself also has some places for optimizations using the latest C# features such as Span<T>
, but I'm waiting until the first stable release will become available to avoid rewriting the code.
I am a big fan of your benchmark tests,
Glad to hear, thanks.
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I've added support for direct access to native memory blocks of network messages using Span<T>
in order to avoid marshaling, but this requires C# 7.2 and unsafe blocks.
To enable this functionality follow these steps:
- Define
VALVESOCKETS_SPAN
symbol. - Define your message callback and use the appropriate function to receive messages.
If you are using the current more complex approach, you will need to refactor your code a bit.
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Related Issues (18)
- Unity, DllNotFoundException HOT 20
- CloseConnection reason value check seems is not sync with native side. HOT 1
- Changed callback plumbing HOT 2
- P2P API on C# side HOT 15
- Unity Editor crashes when entering play mode for second time HOT 25
- GameNetworkingSockets performance question HOT 1
- Support for 1.4.0 version HOT 1
- Application didn't accept or close incoming connection in a reasonable amount of time HOT 3
- ValveSockets.cs with DynDllImports
- Wrapper is broken after library got updated HOT 15
- IL2CPP callbacks compatibility HOT 2
- Non-global connection callbacks
- Issue with basic server example for Unity HOT 13
- Unity crash ! HOT 5
- Error - Access Violation HOT 1
- Handling case k_ESteamNetworkingConnectionState_ProblemDetectedLocally: is missing HOT 1
- Multiple problems when using with Unity/MacOS HOT 44
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