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212 lines
9.7 KiB
C#

2 weeks ago
using System;
using System.Threading.Tasks;
using Unity.BossRoom.UnityServices.Lobbies;
using Unity.BossRoom.Utils;
using Unity.Netcode.Transports.UTP;
using Unity.Networking.Transport.Relay;
using Unity.Services.Authentication;
using Unity.Services.Core;
using Unity.Services.Relay;
using Unity.Services.Relay.Models;
using UnityEngine;
namespace Unity.BossRoom.ConnectionManagement
{
/// <summary>
/// ConnectionMethod contains all setup needed to setup NGO to be ready to start a connection, either host or client side.
/// Please override this abstract class to add a new transport or way of connecting.
/// </summary>
public abstract class ConnectionMethodBase
{
protected ConnectionManager m_ConnectionManager;
readonly ProfileManager m_ProfileManager;
protected readonly string m_PlayerName;
protected const string k_DtlsConnType = "dtls";
/// <summary>
/// Setup the host connection prior to starting the NetworkManager
/// </summary>
/// <returns></returns>
public abstract Task SetupHostConnectionAsync();
/// <summary>
/// Setup the client connection prior to starting the NetworkManager
/// </summary>
/// <returns></returns>
public abstract Task SetupClientConnectionAsync();
/// <summary>
/// Setup the client for reconnection prior to reconnecting
/// </summary>
/// <returns>
/// success = true if succeeded in setting up reconnection, false if failed.
/// shouldTryAgain = true if we should try again after failing, false if not.
/// </returns>
public abstract Task<(bool success, bool shouldTryAgain)> SetupClientReconnectionAsync();
public ConnectionMethodBase(ConnectionManager connectionManager, ProfileManager profileManager, string playerName)
{
m_ConnectionManager = connectionManager;
m_ProfileManager = profileManager;
m_PlayerName = playerName;
}
protected void SetConnectionPayload(string playerId, string playerName)
{
var payload = JsonUtility.ToJson(new ConnectionPayload()
{
playerId = playerId,
playerName = playerName,
isDebug = Debug.isDebugBuild
});
var payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload);
m_ConnectionManager.NetworkManager.NetworkConfig.ConnectionData = payloadBytes;
}
/// Using authentication, this makes sure your session is associated with your account and not your device. This means you could reconnect
/// from a different device for example. A playerId is also a bit more permanent than player prefs. In a browser for example,
/// player prefs can be cleared as easily as cookies.
/// The forked flow here is for debug purposes and to make UGS optional in Boss Room. This way you can study the sample without
/// setting up a UGS account. It's recommended to investigate your own initialization and IsSigned flows to see if you need
/// those checks on your own and react accordingly. We offer here the option for offline access for debug purposes, but in your own game you
/// might want to show an error popup and ask your player to connect to the internet.
protected string GetPlayerId()
{
if (Services.Core.UnityServices.State != ServicesInitializationState.Initialized)
{
return ClientPrefs.GetGuid() + m_ProfileManager.Profile;
}
return AuthenticationService.Instance.IsSignedIn ? AuthenticationService.Instance.PlayerId : ClientPrefs.GetGuid() + m_ProfileManager.Profile;
}
}
/// <summary>
/// Simple IP connection setup with UTP
/// </summary>
class ConnectionMethodIP : ConnectionMethodBase
{
string m_Ipaddress;
ushort m_Port;
public ConnectionMethodIP(string ip, ushort port, ConnectionManager connectionManager, ProfileManager profileManager, string playerName)
: base(connectionManager, profileManager, playerName)
{
m_Ipaddress = ip;
m_Port = port;
m_ConnectionManager = connectionManager;
}
public override async Task SetupClientConnectionAsync()
{
SetConnectionPayload(GetPlayerId(), m_PlayerName);
var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport;
utp.SetConnectionData(m_Ipaddress, m_Port);
}
public override async Task<(bool success, bool shouldTryAgain)> SetupClientReconnectionAsync()
{
// Nothing to do here
return (true, true);
}
public override async Task SetupHostConnectionAsync()
{
SetConnectionPayload(GetPlayerId(), m_PlayerName); // Need to set connection payload for host as well, as host is a client too
var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport;
utp.SetConnectionData(m_Ipaddress, m_Port);
}
}
/// <summary>
/// UTP's Relay connection setup using the Lobby integration
/// </summary>
class ConnectionMethodRelay : ConnectionMethodBase
{
LobbyServiceFacade m_LobbyServiceFacade;
LocalLobby m_LocalLobby;
public ConnectionMethodRelay(LobbyServiceFacade lobbyServiceFacade, LocalLobby localLobby, ConnectionManager connectionManager, ProfileManager profileManager, string playerName)
: base(connectionManager, profileManager, playerName)
{
m_LobbyServiceFacade = lobbyServiceFacade;
m_LocalLobby = localLobby;
m_ConnectionManager = connectionManager;
}
public override async Task SetupClientConnectionAsync()
{
Debug.Log("Setting up Unity Relay client");
SetConnectionPayload(GetPlayerId(), m_PlayerName);
if (m_LobbyServiceFacade.CurrentUnityLobby == null)
{
throw new Exception("Trying to start relay while Lobby isn't set");
}
Debug.Log($"Setting Unity Relay client with join code {m_LocalLobby.RelayJoinCode}");
// Create client joining allocation from join code
var joinedAllocation = await RelayService.Instance.JoinAllocationAsync(m_LocalLobby.RelayJoinCode);
Debug.Log($"client: {joinedAllocation.ConnectionData[0]} {joinedAllocation.ConnectionData[1]}, " +
$"host: {joinedAllocation.HostConnectionData[0]} {joinedAllocation.HostConnectionData[1]}, " +
$"client: {joinedAllocation.AllocationId}");
await m_LobbyServiceFacade.UpdatePlayerDataAsync(joinedAllocation.AllocationId.ToString(), m_LocalLobby.RelayJoinCode);
// Configure UTP with allocation
var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport;
utp.SetRelayServerData(new RelayServerData(joinedAllocation, k_DtlsConnType));
}
public override async Task<(bool success, bool shouldTryAgain)> SetupClientReconnectionAsync()
{
if (m_LobbyServiceFacade.CurrentUnityLobby == null)
{
Debug.Log("Lobby does not exist anymore, stopping reconnection attempts.");
return (false, false);
}
// When using Lobby with Relay, if a user is disconnected from the Relay server, the server will notify the
// Lobby service and mark the user as disconnected, but will not remove them from the lobby. They then have
// some time to attempt to reconnect (defined by the "Disconnect removal time" parameter on the dashboard),
// after which they will be removed from the lobby completely.
// See https://docs.unity.com/lobby/reconnect-to-lobby.html
var lobby = await m_LobbyServiceFacade.ReconnectToLobbyAsync();
var success = lobby != null;
Debug.Log(success ? "Successfully reconnected to Lobby." : "Failed to reconnect to Lobby.");
return (success, true); // return a success if reconnecting to lobby returns a lobby
}
public override async Task SetupHostConnectionAsync()
{
Debug.Log("Setting up Unity Relay host");
SetConnectionPayload(GetPlayerId(), m_PlayerName); // Need to set connection payload for host as well, as host is a client too
// Create relay allocation
Allocation hostAllocation = await RelayService.Instance.CreateAllocationAsync(m_ConnectionManager.MaxConnectedPlayers, region: null);
var joinCode = await RelayService.Instance.GetJoinCodeAsync(hostAllocation.AllocationId);
Debug.Log($"server: connection data: {hostAllocation.ConnectionData[0]} {hostAllocation.ConnectionData[1]}, " +
$"allocation ID:{hostAllocation.AllocationId}, region:{hostAllocation.Region}");
m_LocalLobby.RelayJoinCode = joinCode;
// next line enables lobby and relay services integration
await m_LobbyServiceFacade.UpdateLobbyDataAndUnlockAsync();
await m_LobbyServiceFacade.UpdatePlayerDataAsync(hostAllocation.AllocationIdBytes.ToString(), joinCode);
// Setup UTP with relay connection info
var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport;
utp.SetRelayServerData(new RelayServerData(hostAllocation, k_DtlsConnType)); // This is with DTLS enabled for a secure connection
Debug.Log($"Created relay allocation with join code {m_LocalLobby.RelayJoinCode}");
}
}
}