diff --git a/src/steamnetworkingsockets/clientlib/steamnetworkingsockets_connections.cpp b/src/steamnetworkingsockets/clientlib/steamnetworkingsockets_connections.cpp index c59797e..63a9346 100644 --- a/src/steamnetworkingsockets/clientlib/steamnetworkingsockets_connections.cpp +++ b/src/steamnetworkingsockets/clientlib/steamnetworkingsockets_connections.cpp @@ -1111,7 +1111,7 @@ bool CSteamNetworkConnectionBase::BRecvCryptoHandshake( const CMsgSteamDatagramC } // If we are the client, then we have everything we need and can finish up right now - if ( !bServer ) + if ( !m_bConnectionInitiatedRemotely ) { // The server MUST send back the single cipher that they decided to use if ( m_msgCryptRemote.ciphers_size() != 1 ) @@ -2648,6 +2648,7 @@ CSteamNetworkConnectionPipe::CSteamNetworkConnectionPipe( CSteamNetworkingSocket , m_pPartner( nullptr ) { m_identityLocal = identity; + m_pTransport = this; // This is not strictly necessary, but it's nice to make it official m_connectionConfig.m_Unencrypted.Set( 3 );