Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data. The Nagle algorithm is used. See notes on k_ESteamNetworkingSendType_Unreliable for more details. …
Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.[/td][/tr] [tr=k_EP2PSendReliableWithBuffering][td][b]k_EP2PSendReliableWithBuffering[/b][/td][td]3[/td][td]As above, but applies the Nagle algorithm to the send - sends will accumulate until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm). …
[/td][/tr] [/table] Sets that the HTTPS request should require verified SSL certificate via machines certificate trust store. This currently only works Windows and macOS. [b]Returns:[/b] bool Returns [b]true[/b] upon success. Otherwise, [b]false[/b] if the request handle is invalid. …
If the player is using Big Picture Mode the configuration will open in the overlay. In desktop mode a popup window version of Big Picture will be created and open the configuration. [b]Example:[/b] [code=cpp]SteamInput()->ShowBindingPanel( myControllerHandle );[/code] [subsection=Shutdown]Shutdown[/subsection] [code=cpp]bool Shutdown();[/code] Must be called when ending use of the [api]ISteamInput[/api] interface. …
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