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Describe the bug
Requesting FakeIP for the second time (without restarting steam) will cause ArgumentException: Invalid Socket. If steam is restarted, then everything works fine. Reprodusable both in editor and builds.
To Reproduce
Steps to reproduce the behavior:
Just create fake relay server. For the first time it will be successful. It is possible to join, etc. Second time (after application is closed, or unity) it fails.
Calling Code
1.
SteamClient.Init(appID, asyncCallbacks);
SteamNetworkingSockets.RequestFakeIP(numberOfVirtualPorts);//for example 1 virtual port
Create fake sockets
SteamNetworkingSockets.CreateRelaySocketFakeIP<SteamTransportSocketManager>(virtualPort);//for example passing index 0
Do we have some kind of workaround or a way to do it differently?
The text was updated successfully, but these errors were encountered:
Describe the bug
Requesting FakeIP for the second time (without restarting steam) will cause ArgumentException: Invalid Socket. If steam is restarted, then everything works fine. Reprodusable both in editor and builds.
To Reproduce
Steps to reproduce the behavior:
Just create fake relay server. For the first time it will be successful. It is possible to join, etc. Second time (after application is closed, or unity) it fails.
Calling Code
1.
Do we have some kind of workaround or a way to do it differently?
The text was updated successfully, but these errors were encountered: