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Previous change here (7d59e79) was dumb.
If the app lowers the recv limit significantly on one side of the pipe
only (e.g. server doesn't expect large messages from the client, but
client expects large messages from server) the previous change would
apply the wrong limit on the sending side.
P4:10624249
(cherry picked from commit 9ca39d8)
Copy file name to clipboardExpand all lines: src/steamnetworkingsockets/clientlib/steamnetworkingsockets_connections.h
+1-1Lines changed: 1 addition & 1 deletion
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@@ -1078,7 +1078,7 @@ class CSteamNetworkConnectionPipe final : public CSteamNetworkConnectionBase, pu
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CSteamNetworkConnectionPipe *m_pPartner;
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// CSteamNetworkConnectionBase overrides
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virtualintGetMaxMessageSizeSend() constoverride { return m_connectionConfig.RecvMaxMessageSize.Get(); } //!KLUDGE! Techcnially, we should use the value from our partner. Really this convar should just stay a huge value and people should not change it.
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