Thank you for reporting this. I will take a look and try to repro.
Thanks! If you need more information, please do not hesitate to ask. My game runs on Unreal Engine 3 and uses Epic's Steamworks integration, the code runs perfectly in the Windows version.
Found the problem. It'll be fixed in the next beta update.
I'm going to close this. If you find it's not fixed in the next update, good ahead and re-open. Thanks for submitting this.
It looks like we'll need to make a new release of the steamworks sdk in order to fix this. It only happens with dedicated servers. More info soon...
All right, thanks! Waiting for the SDK update then.
Please try your test case while running the Steam beta that was released last night. You can test the fix this way. It doesn't fix the case of running your dedicated server when Steam isn't running. That requires an SDK update, which will happen once this beta becomes the main public client.
Yes, the beta fixes it. Thank you!
Cool thanks for testing the fix!
Has the change been pushed to release branch already?
Nothing extracted yet.
Relevant Steamworks Development discussion: http://steamcommunity.com/groups/steamworks/discussions/13/864974396579811439/
Basically, the libjingle embedded in Steam throws an assert each and every time a server receives a packet, even in the Steamworks Example:
And the backtrace points onto an address in
steamclient.so.Please fix this, it's 100%-reproducible and a blocker for a game I'm working on. :(