#Multiplex, KCP and FizzySteamworks

2 messages · Page 1 of 1 (latest)

wild rain
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Hi everyone!

So I'm currently working on a project involving KCP and FizzySteamworks, working in tandem via the Multiplex but I'm having issues understanding how the client connection procedure is supposed to work. My server is launching fine with both KCP and Fizzy correctly listening for incomming the connection.

But my understanding of Multiplex with two transports on the client side is that it will attempt to connect with them in order, and if one of the transport successfully connect it will use that one, and if they all fail, it will break. But as I am using it, it seems like it always tries the first in the transport list in the multiplex, and if the first fails, it just calls the OnConnectionFails and doesn't try the second.

Am I missing something? Should I disable unwanted transport on the client side before attempting to connect (like if for example I'm connecting via a Steam ID, I should disable the KCP transport and vice versa)?

Thanks in advance!

warped obsidian
# wild rain Hi everyone! So I'm currently working on a project involving KCP and FizzySteam...

You'll need to do separate builds for the desktop client and the steam client, each with only the appropriate transport, without multiplex. Reason for this is that both of those transports are valid for a desktop client, so it can't "fallback" to the next one. Multiplex was originally created so that desktop and WebGL clients could play together. Since KCP / Telepathy / Steam are invalid transports for WebGL builds, those are skipped and the WebSocket transport is used when the client is running in a browser. Server build remains as you have it, with Multiplex and both transports set up