Called when custom signaling has received a message. When your
signaling channel receives a message, it should save off whatever
routing information was in the envelope into the context object,
and then pass the payload to this function.
A few different things can happen next, depending on the message:
- If the signal is associated with existing connection, it is dealt
with immediately. If any replies need to be sent, they will be
dispatched using the ISteamNetworkingConnectionSignaling
associated with the connection.
- If the message represents a connection request (and the request
is not redundant for an existing connection), a new connection
will be created, and ReceivedConnectRequest will be called on your
context object to determine how to proceed.
- Otherwise, the message is for a connection that does not
exist (anymore). In this case, we *may* call SendRejectionReply
on your context object.
In any case, we will not save off pContext or access it after this
function returns.
Returns true if the message was parsed and dispatched without anything
unusual or suspicious happening. Returns false if there was some problem
with the message that prevented ordinary handling. (Debug output will
usually have more information.)
If you expect to be using relayed connections, then you probably want
to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes
Called when custom signaling has received a message. When your signaling channel receives a message, it should save off whatever routing information was in the envelope into the context object, and then pass the payload to this function.
A few different things can happen next, depending on the message:
- If the signal is associated with existing connection, it is dealt with immediately. If any replies need to be sent, they will be dispatched using the ISteamNetworkingConnectionSignaling associated with the connection. - If the message represents a connection request (and the request is not redundant for an existing connection), a new connection will be created, and ReceivedConnectRequest will be called on your context object to determine how to proceed. - Otherwise, the message is for a connection that does not exist (anymore). In this case, we *may* call SendRejectionReply on your context object.
In any case, we will not save off pContext or access it after this function returns.
Returns true if the message was parsed and dispatched without anything unusual or suspicious happening. Returns false if there was some problem with the message that prevented ordinary handling. (Debug output will usually have more information.)
If you expect to be using relayed connections, then you probably want to call ISteamNetworkingUtils::InitRelayNetworkAccess() when your app initializes