Facepunch/Facepunch.Steamworks

Lane Index not exposed to OnMessage callback. No way to check lane

shinyclef opened this issue · 0 comments

Is your feature request related to a problem? Please describe.
I want to send and receive messages using specified lanes. I need to route my received traffic to a different location based on the lane.
Connection.ConfigureConnectionLanes exists, and Connection.SendMessage has a parameter for the lane. It looks like lanes are intended to be supported. However, the MessageReceived methods of ConnectionManager and SocketManager do not expose the lane index (IdxLane) field of the NetMsg struct despite the data being received correctly.

Describe the solution you'd like
Pass the lane index into the OnMessage callback.

Describe alternatives you've considered
Rolling my own.

Additional context
For my use case. I am using Unity with Netcode for Entities. I am using lane 0 as the default traffic Netcode uses. I am using lane 1 for my own large packet data. I would like to route the traffic based on lane without adding additional message header data. I can deal with this myself if it is indeed an intentional choice.