diff --git a/Facepunch.Steamworks/Networking/Connection.cs b/Facepunch.Steamworks/Networking/Connection.cs
index 147d37e..f5f75e5 100644
--- a/Facepunch.Steamworks/Networking/Connection.cs
+++ b/Facepunch.Steamworks/Networking/Connection.cs
@@ -61,13 +61,19 @@ namespace Steamworks.Data
set => SteamNetworkingSockets.Internal.SetConnectionName( this, value );
}
-
+ ///
+ /// This is the best version to use.
+ ///
public Result SendMessage( IntPtr ptr, int size, SendType sendType = SendType.Reliable )
{
long messageNumber = 0;
return SteamNetworkingSockets.Internal.SendMessageToConnection( this, ptr, (uint) size, (int)sendType, ref messageNumber );
}
+ ///
+ /// Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and
+ /// you're not creating a new one every frame (like using .ToArray())
+ ///
public unsafe Result SendMessage( byte[] data, SendType sendType = SendType.Reliable )
{
fixed ( byte* ptr = data )
@@ -76,6 +82,10 @@ namespace Steamworks.Data
}
}
+ ///
+ /// Ideally should be using an IntPtr version unless you're being really careful with the byte[] array and
+ /// you're not creating a new one every frame (like using .ToArray())
+ ///
public unsafe Result SendMessage( byte[] data, int offset, int length, SendType sendType = SendType.Reliable )
{
fixed ( byte* ptr = data )
@@ -84,6 +94,9 @@ namespace Steamworks.Data
}
}
+ ///
+ /// This creates a ton of garbage - so don't do anything with this beyond testing!
+ ///
public unsafe Result SendMessage( string str, SendType sendType = SendType.Reliable )
{
var bytes = System.Text.Encoding.UTF8.GetBytes( str );