diff --git a/Plugins/Steamworks.NET/autogen/NativeMethods.cs b/Plugins/Steamworks.NET/autogen/NativeMethods.cs
index 4d52014a..6151a6fd 100644
--- a/Plugins/Steamworks.NET/autogen/NativeMethods.cs
+++ b/Plugins/Steamworks.NET/autogen/NativeMethods.cs
@@ -2131,6 +2131,9 @@ internal static class NativeMethods {
[DllImport(NativeLibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_AllocateMessage", CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr ISteamNetworkingUtils_AllocateMessage(IntPtr instancePtr, int cbAllocateBuffer);
+ [DllImport(NativeLibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_InitRelayNetworkAccess", CallingConvention = CallingConvention.Cdecl)]
+ public static extern void ISteamNetworkingUtils_InitRelayNetworkAccess(IntPtr instancePtr);
+
[DllImport(NativeLibraryName, EntryPoint = "SteamAPI_ISteamNetworkingUtils_GetRelayNetworkStatus", CallingConvention = CallingConvention.Cdecl)]
public static extern ESteamNetworkingAvailability ISteamNetworkingUtils_GetRelayNetworkStatus(IntPtr instancePtr, out SteamRelayNetworkStatus_t pDetails);
diff --git a/Plugins/Steamworks.NET/autogen/isteamgameservernetworkingutils.cs b/Plugins/Steamworks.NET/autogen/isteamgameservernetworkingutils.cs
index c79c93fb..4dce6ca2 100644
--- a/Plugins/Steamworks.NET/autogen/isteamgameservernetworkingutils.cs
+++ b/Plugins/Steamworks.NET/autogen/isteamgameservernetworkingutils.cs
@@ -39,6 +39,35 @@ public static IntPtr AllocateMessage(int cbAllocateBuffer) {
return NativeMethods.ISteamNetworkingUtils_AllocateMessage(CSteamGameServerAPIContext.GetSteamNetworkingUtils(), cbAllocateBuffer);
}
+ ///
+ /// Access to Steam Datagram Relay (SDR) network
+ /// Initialization and status check
+ /// / If you know that you are going to be using the relay network (for example,
+ /// / because you anticipate making P2P connections), call this to initialize the
+ /// / relay network. If you do not call this, the initialization will
+ /// / be delayed until the first time you use a feature that requires access
+ /// / to the relay network, which will delay that first access.
+ /// /
+ /// / You can also call this to force a retry if the previous attempt has failed.
+ /// / Performing any action that requires access to the relay network will also
+ /// / trigger a retry, and so calling this function is never strictly necessary,
+ /// / but it can be useful to call it a program launch time, if access to the
+ /// / relay network is anticipated.
+ /// /
+ /// / Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
+ /// / callbacks to know when initialization has completed.
+ /// / Typically initialization completes in a few seconds.
+ /// /
+ /// / Note: dedicated servers hosted in known data centers do *not* need
+ /// / to call this, since they do not make routing decisions. However, if
+ /// / the dedicated server will be using P2P functionality, it will act as
+ /// / a "client" and this should be called.
+ ///
+ public static void InitRelayNetworkAccess() {
+ InteropHelp.TestIfAvailableGameServer();
+ NativeMethods.ISteamNetworkingUtils_InitRelayNetworkAccess(CSteamGameServerAPIContext.GetSteamNetworkingUtils());
+ }
+
///
/// / Fetch current status of the relay network.
/// /
diff --git a/Plugins/Steamworks.NET/autogen/isteamnetworkingutils.cs b/Plugins/Steamworks.NET/autogen/isteamnetworkingutils.cs
index 4f7a2760..3e8aa885 100644
--- a/Plugins/Steamworks.NET/autogen/isteamnetworkingutils.cs
+++ b/Plugins/Steamworks.NET/autogen/isteamnetworkingutils.cs
@@ -39,6 +39,35 @@ public static IntPtr AllocateMessage(int cbAllocateBuffer) {
return NativeMethods.ISteamNetworkingUtils_AllocateMessage(CSteamAPIContext.GetSteamNetworkingUtils(), cbAllocateBuffer);
}
+ ///
+ /// Access to Steam Datagram Relay (SDR) network
+ /// Initialization and status check
+ /// / If you know that you are going to be using the relay network (for example,
+ /// / because you anticipate making P2P connections), call this to initialize the
+ /// / relay network. If you do not call this, the initialization will
+ /// / be delayed until the first time you use a feature that requires access
+ /// / to the relay network, which will delay that first access.
+ /// /
+ /// / You can also call this to force a retry if the previous attempt has failed.
+ /// / Performing any action that requires access to the relay network will also
+ /// / trigger a retry, and so calling this function is never strictly necessary,
+ /// / but it can be useful to call it a program launch time, if access to the
+ /// / relay network is anticipated.
+ /// /
+ /// / Use GetRelayNetworkStatus or listen for SteamRelayNetworkStatus_t
+ /// / callbacks to know when initialization has completed.
+ /// / Typically initialization completes in a few seconds.
+ /// /
+ /// / Note: dedicated servers hosted in known data centers do *not* need
+ /// / to call this, since they do not make routing decisions. However, if
+ /// / the dedicated server will be using P2P functionality, it will act as
+ /// / a "client" and this should be called.
+ ///
+ public static void InitRelayNetworkAccess() {
+ InteropHelp.TestIfAvailableClient();
+ NativeMethods.ISteamNetworkingUtils_InitRelayNetworkAccess(CSteamAPIContext.GetSteamNetworkingUtils());
+ }
+
///
/// / Fetch current status of the relay network.
/// /