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SocketManager NetIdentity SteamId is always 0 #455
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Did you get this fixed? I'm having the same issue. |
Is there any update on this? @garrynewman For now, wrapping connections with token-based authorization seems like the only option to authorize clients, which is really stupid even for a bandaid. |
There's an issue in
I think this is a typo and should be:
the data is there I have checked with the debugger. |
Have just found this as well. It's not the only issue with Facepunch SteamNetworkingSockets interface. I give up. |
Same Problem... |
Got it working. I downloaded the newest build from https://github.com/Facepunch/Facepunch.Steamworks/actions |
Built from master branch and used the debug net standard 2.1 build that was output, latest facepunch steamworks transport for unity's Netcode For GameObjects, and the steamworks sdk 1.57 dlls and this issue is still happening |
Facepunch Wiki says to use net46, I don't know how relevant that information still is though. |
THE FIX:
what I did: I downloaded the facepunch.steamworks source code, fixed it and compiled it. you're welcome. Credits to Matze. |
If you know how to fix it then submit a PR. Nobody should be stupid enough to download a random zip from an account that was created solely to post this zip file |
Just scan it on virustotal. Don't see you offering any kind of help here :) |
Hello, I've created a class derived from SocketManager, then created a normal socket via
then I did that
and the output was just 0. Why? How can I get user's steamId?
i've also tried doing the same thing in OnConnecting, OnMessage methods, the result was same.
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