Sign In. Getting Started. Steamworks Documentation. ISteamNetworkingSockets Interface. Networking API similar to Berkeley sockets, but for games. When sending and receiving messages, the peer is identified using a connection handle. But unlike TCP, it's message-oriented, not stream-oriented. The boundaries between the messages are maintained by the API.
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In multiplayer video games , matchmaking is the process of connecting players together for online play sessions. Playlists are automatically managed streams of online play sessions that players can join and leave at will. A set of predefined rules is used to determine the configuration of each session without the need for human input. Games will normally offer a choice of themed playlists e. Since playlists are handled by servers controlled by the game's developer it is possible for them to be changed over time. When a player selects a playlist they join a pool of other people who have made the same choice. The playlist server then either connects them to an existing session or creates a new one. Parties are groups of players who are treated as a single entity by matchmaking systems. Lobbies are menu screens where players can inspect the upcoming game session, examine the results of the last, change their settings, and talk to each other.
Default: Min: 0 amount of money each player gets when they reset client. Default: 0 Draw current position at top of screen client. End warmup immediately. Default: unnamed Current user name. Issue an rcon command. Play a recorded demo file. Give item to player. Arguments: server.