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SteamMultiplayerPeer: lobby_created signal isn't firinig #1
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Sorry for the late reply, I don't typically handle the MultiplayerPeer stuff. I would have to test this to see what is happening so I will have to get back to you in a bit. |
Here the minimal code to reproduce the bug:
|
I am actually reviewing a patch for all this code so this is perfect timing! Thank you. |
@Fifut is this in an autoload script? Have you tried making |
@swAAn01 It's not an autoload and I get the same result with an It's just this signal that doesn't work, the others work perfectly. |
I'm having the same issue,
This is with the AssetLib version 4.11 on Godot 4.3.stable, running on Linux. Tried connecting signals and setting up Steam in both an autoload script and as an instanced node in a scene, same result. var lobby_id: int = 0
func _ready() -> void:
Steam.lobby_created.connect(_on_lobby_created)
Steam.lobby_joined.connect(_on_lobby_joined)
Steam.p2p_session_request.connect(_on_p2p_session_request)
func create_lobby():
if lobby_id == 0:
print("Create lobby")
Steam.createLobby(Steam.LOBBY_TYPE_PUBLIC, lobby_members_max)
func _on_lobby_created(connect: int, this_lobby_id: int) -> void:
print("_ON_LOBBY_CREATED")
# etc etc |
Describe the bug
lobby_created
signal isn't firing after calling (SteamMultiplayerPeer)create_lobby(SteamMultiplayerPeer.LOBBY_TYPE_PUBLIC)
Only
lobby_joined
signal is firingBut work with
Steam.createLobby(Steam.LOBBY_TYPE_PUBLIC, 8)
To Reproduce
Init steam
Connect
lobby_created
signalCreate a new
SteamMultiplayerPeer
call
create_lobby(SteamMultiplayerPeer.LOBBY_TYPE_PUBLIC)
on this peerDesktop (please complete the following information):
Version of GodotSteam:
Godot 4.3 - Steamworks 1.60 - GodotSteam MultiplayerPeer 4.10
Additional context
I didn't forget
Steam.run_callbacks()
in_process()
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