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View Code? Open in Web Editor NEWHigh Level implementation for Steam Networking in Godot
License: MIT License
High Level implementation for Steam Networking in Godot
License: MIT License
When connecting to a lobby and performing a p2p handshake the client crashes with:
steam_network.gd:402 @ _update_peer_state(): Error when trying to decode Variant.
var serialized_peers = bytes_to_var(payload) returns null
Using godot 4.2.1
The README doesn't include that when exporting your project you need to add a custom feature steam
in the export menu. I was scratching my head for a while trying to figure out why Steam wasn't being initialized.
The newest version of GodotSteam changed the _on_lobby_data_update
call (dropping the key argument).
Lobby Created called
Created Steam Lobby with id: 109775240950723751
Relay configuration response: True
Initializing P2P Host as 76561198002642118
Lobby Joined!
ERROR: Error calling method from signal 'lobby_data_update': 'Node(steam_lobby.gd)::_on_lobby_data_update': Method expected 4 arguments, but called with 3..
at: Object::emit_signal (core\object.cpp:1236)
Solution is to just change this line from
func _on_lobby_data_update(success, lobby_id, member_id, key):
to
func _on_lobby_data_update(success, lobby_id, member_id):
When sending lots of packets from different clients at once the queue of reliable packets can stack up since steam_network.gd only reads one every _process call. Can be fixed by calling _read_p2p_packet() until there is no more packet to read that frame.
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