Allocate and initialize a message object. Usually the reason
you call this is to pass it to ISteamNetworkingSockets::SendMessages.
The returned object will have all of the relevant fields cleared to zero.
Optionally you can also request that this system allocate space to
hold the payload itself. If cbAllocateBuffer is nonzero, the system
will allocate memory to hold a payload of at least cbAllocateBuffer bytes.
m_pData will point to the allocated buffer, m_cbSize will be set to the
size, and m_pfnFreeData will be set to the proper function to free up
the buffer.
If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL,
m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to
set each of these.
Allocate and initialize a message object. Usually the reason you call this is to pass it to ISteamNetworkingSockets::SendMessages. The returned object will have all of the relevant fields cleared to zero.
Optionally you can also request that this system allocate space to hold the payload itself. If cbAllocateBuffer is nonzero, the system will allocate memory to hold a payload of at least cbAllocateBuffer bytes. m_pData will point to the allocated buffer, m_cbSize will be set to the size, and m_pfnFreeData will be set to the proper function to free up the buffer.
If cbAllocateBuffer=0, then no buffer is allocated. m_pData will be NULL, m_cbSize will be zero, and m_pfnFreeData will be NULL. You will need to set each of these.