Client call to connect to a server hosted in a Valve data center, on the specified virtual
port. You must have placed a ticket for this server into the cache, or else this connect
attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated
server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow
this type of connection by listening using CreateListenSocketP2P.)
You may wonder why tickets are stored in a cache, instead of simply being passed as an argument
here. The reason is to make reconnection to a gameserver robust, even if the client computer loses
connection to Steam or the central backend, or the app is restarted or crashes, etc.
If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess()
when your app initializes
If you need to set any initial config options, pass them here. See
SteamNetworkingConfigValue_t for more about why this is preferable to
setting the options "immediately" after creation.
Client call to connect to a server hosted in a Valve data center, on the specified virtual port. You must have placed a ticket for this server into the cache, or else this connect attempt will fail! If you are not issuing your own tickets, then to connect to a dedicated server via SDR in auto-ticket mode, use ConnectP2P. (The server must be configured to allow this type of connection by listening using CreateListenSocketP2P.)
You may wonder why tickets are stored in a cache, instead of simply being passed as an argument here. The reason is to make reconnection to a gameserver robust, even if the client computer loses connection to Steam or the central backend, or the app is restarted or crashes, etc.
If you use this, you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
If you need to set any initial config options, pass them here. See SteamNetworkingConfigValue_t for more about why this is preferable to setting the options "immediately" after creation.