Im packing in ES(extra settings) ~9 parameters, first of them is (key SessionName, value string “DefaultName”)
When i am extracting ES, i gets only one (key SessionName, value byte (undefined))
So idk what is it, overflow?
Yes…like I said, if the string length is too long it just cuts it short at the limit, all of the extra properties fall off.
With dedicated servers it is mostly an issue, you can help alleviate the issue by shortening the key values / names that the engine uses by default, which I believe is still part of just about every dedicated server guide currently.
That being said, if it IS the string being overflowed, you should be getting a log entry stating that.
Yes…like I said, if the string length is too long it just cuts it short at the limit, all of the extra properties fall off.
With dedicated servers it is mostly an issue, you can help alleviate the issue by shortening the key values / names that the engine uses by default, which I believe is still part of just about every dedicated server guide currently.
That being said, if it IS the string being overflowed, you should be getting a log entry stating that.
So what the correct way, to transfer long string, like server name or players list? Only rewrite sources?
So what the correct way, to transfer long string, like server name or players list? Only rewrite sources?
Player list can be retrieved through steam directly, you can also poll the server itself for additional information if you want to get involved in it.
But for the extra settings, they are limited, managing your string size correctly helps a lot there. Just renaming the one engine server name to something else and re-using that var saves a ton of space, they use a generated name that gets very long.
Player list can be retrieved through steam directly, you can also poll the server itself for additional information if you want to get involved in it.
But for the extra settings, they are limited, managing your string size correctly helps a lot there. Just renaming the one engine server name to something else and re-using that var saves a ton of space, they use a generated name that gets very long.
Ok, thank you.
Oh mad world, scripting on visual language and counting bytes C-like.
Player list can be retrieved through steam directly, you can also poll the server itself for additional information if you want to get involved in it.
But for the extra settings, they are limited, managing your string size correctly helps a lot there. Just renaming the one engine server name to something else and re-using that var saves a ton of space, they use a generated name that gets very long.
Ok, im think i am found the problem.
This macro Imgur: The magic of the Internet, always returns “Session name” as key name, so key name and value type everytime rewriting and give an array of 1 item as result (Key Session name, value byte), cause last pushed parameter is byte.
That the result of wrong code inside macro. I am using “Literal enum” on input, so always have first enumerated on output.
PS with hands i am pushed 10+ parameters with strings 10+ symbols each, so there are much more space for additional info.
Ok, im think i am found the problem.
This macro Imgur: The magic of the Internet, always returns “Session name” as key name, so key name and value type everytime rewriting and give an array of 1 item as result (Key Session name, value byte), cause last pushed parameter is byte.
That the result of wrong code inside macro. I am using “Literal enum” on input, so always have first enumerated on output.
PS with hands i am pushed 10+ parameters with strings 10+ symbols each, so there are much more space for additional info.
Are you not on dedicated then? That is the only platform where the space is actually an issue. Listen lobby servers are generally fine.
Hello again. Here another question.
Is it a good idea< to start local main-menu map as “listen” to being able connect players to lobby, without level changing?
Hello again. Here another question.
Is it a good idea< to start local main-menu map as “listen” to being able connect players to lobby, without level changing?
You need to start the server as listen regardless or people can’t connect, unless you are using PartyBeacons
Hello everybody, Firstly I want to say thanks for plugin. I am working with Steam Advanced Session for a long time and have some questions, which I can’t solve for a long time:
How can I add friend session to Steam browser, I wish to see current friend session after his connection to server and use RequestFriendsServerList to get servers with my friends, is it possible with Advanced Session? (I mean only add friends session to list, RequestFriendsServerList works without issues)
Why Find friend session doesn’t work at all? I use 4.21 version, everything ok with friends direct invites (I can recieve and connect to friend after apply), display nicknames, visibility and so on, but if I try to get friends session they are always false.
I tried a lot options with 480 and own ID, with released and not released games, with different steamSDK version, different machines (I work on this question non stop for a 9 days everyday)
Hello everybody, Firstly I want to say thanks for plugin. I am working with Steam Advanced Session for a long time and have some questions, which I can’t solve for a long time:
How can I add friend session to Steam browser, I wish to see current friend session after his connection to server and use RequestFriendsServerList to get servers with my friends, is it possible with Advanced Session? (I mean only add friends session to list, RequestFriendsServerList works without issues)
Why Find friend session doesn’t work at all? I use 4.21 version, everything ok with friends direct invites (I can recieve and connect to friend after apply), display nicknames, visibility and so on, but if I try to get friends session they are always false.
I tried a lot options with 480 and own ID, with released and not released games, with different steamSDK version, different machines (I work on this question non stop for a 9 days everyday)
How register player in server (to increase server players count) I tried a lot different things like this in player controller, but they don’t work:
p.s. Uworks implementation for register player on server works, but I can’t see this player nickname in any way. I see only this:
Likely related to 3, you need proper user auth with dedicated servers
Same as 1
Player authorization is handled with the new FSteamAuthHandlerComponent in 4.20+, you should read the section labeled “Steam Online Authentication” here: https://docs.unrealengine.com/en-us/…g/Online/Steam.
I’ll note that prior to 4.20 this all required engine changes and 4.20 was them finally solving Steam authentication.
Thanks for responce, I added section
[PacketHandlerComponents] +Components=OnlineSubsystemSteam.SteamAuthComponentModuleInterface And after it dedicated server started to kick players after connection, how to solve it? I read that By default, SteamAuth will kick the player from the game.
Hello. I have a problem with steam subsystem here.
After i am execute the advanced session node “search sessions advanced” output logs begins filling with STEAM Warnings.
Here full log.
Node ends with success, but no sessions found. When executing “Create Session Advanced” no errors or warnings spoted.
Here the search node “code” (Lan = false, results = 25)
Hello. I have a problem with steam subsystem here.
After i am execute the advanced session node “search sessions advanced” output logs begins filling with STEAM Warnings.
Here full log.
Node ends with success, but no sessions found. When executing “Create Session Advanced” no errors or warnings spoted.
Here the search node “code” (Lan = false, results = 25)
PS In PIE with LAN enabled, sessions found successfuly.
You are using APP ID 480, that is a public test AppID with steam and all of those warnings are other peoples lobbies on that app ID that don’t match your game build but were returned in the search results.
If you add a filter setting(extra setting) then it shouldn’t return any of those as they wouldn’t have the same filter.
As for not finding your own lobby, its hard to tell when you are returning all other lobbies from other users in that AppID, its possible that since you are limiting results that it never gets to your own listing since its not filtering out the others.
You are using APP ID 480, that is a public test AppID with steam and all of those warnings are other peoples lobbies on that app ID that don’t match your game build but were returned in the search results.
If you add a filter setting(extra setting) then it shouldn’t return any of those as they wouldn’t have the same filter.
As for not finding your own lobby, its hard to tell when you are returning all other lobbies from other users in that AppID, its possible that since you are limiting results that it never gets to your own listing since its not filtering out the others.