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