prop->msg, NETWORK_MAX_CHAT );
vg_info( "[%d]: %s\n", client_id, prop->msg );
- gameserver_send_to_all( client_id, prop, sizeof(netmsg_chat)+l,
+ gameserver_send_to_all( client_id, prop, sizeof(netmsg_chat)+l+1,
k_nSteamNetworkingSend_Reliable );
}
else {
vg_msg_init( &data, req->q, msg->m_cbSize - sizeof(netmsg_request) );
/* create response packet */
- netmsg_request *res = alloca( sizeof(netmsg_request) + 512 );
+ netmsg_request *res = alloca( sizeof(netmsg_request) + NETWORK_REQUEST_MAX );
res->inetmsg_id = k_inetmsg_response;
res->id = req->id;
vg_msg body;
- vg_msg_init( &body, res->q, 512 );
+ vg_msg_init( &body, res->q, NETWORK_REQUEST_MAX );
const char *endpoint = vg_msg_getkvstr( &data, "endpoint" );