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103 行
4.3 KiB
103 行
4.3 KiB
using System;
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using Unity.Multiplayer.Samples.BossRoom.Shared.Net.UnityServices.Lobbies;
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using Unity.Multiplayer.Samples.Utilities;
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using UnityEngine;
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using VContainer;
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namespace Unity.Multiplayer.Samples.BossRoom
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{
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/// <summary>
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/// Connection state corresponding to a host starting up. Starts the host when entering the state. If successful,
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/// transitions to the Hosting state, if not, transitions back to the Offline state.
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/// </summary>
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class HostStartingState : ConnectionState
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{
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[Inject]
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LobbyServiceFacade m_LobbyServiceFacade;
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[Inject]
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LocalLobby m_LocalLobby;
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/// <summary>
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/// How many connections we create a Unity relay allocation for
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/// </summary>
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const int k_MaxUnityRelayConnections = 8;
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public override void Enter()
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{
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StartHost();
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}
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public override void Exit() { }
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public override void OnClientDisconnect(ulong clientId)
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{
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if (clientId == m_ConnectionManager.NetworkManager.LocalClientId)
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{
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m_ConnectStatusPublisher.Publish(ConnectStatus.StartHostFailed);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline);
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}
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}
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public override void OnServerStarted()
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{
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m_ConnectStatusPublisher.Publish(ConnectStatus.Success);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_HostListening);
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}
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public override void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
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{
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var connectionData = request.Payload;
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var clientId = request.ClientNetworkId;
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// This happens when starting as a host, before the end of the StartHost call. In that case, we simply approve ourselves.
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if (clientId == m_ConnectionManager.NetworkManager.LocalClientId)
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{
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var payload = System.Text.Encoding.UTF8.GetString(connectionData);
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var connectionPayload = JsonUtility.FromJson<ConnectionPayload>(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html
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SessionManager<SessionPlayerData>.Instance.SetupConnectingPlayerSessionData(clientId, connectionPayload.playerId,
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new SessionPlayerData(clientId, connectionPayload.playerName, new NetworkGuid(), 0, true));
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// connection approval will create a player object for you
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response.Approved = true;
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response.CreatePlayerObject = true;
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}
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}
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async void StartHost()
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{
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if (m_LobbyServiceFacade.CurrentUnityLobby != null)
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{
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Debug.Log("Setting up Unity Relay host");
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try
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{
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var (ipv4Address, port, allocationIdBytes, connectionData, key, joinCode) =
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await UnityRelayUtilities.AllocateRelayServerAndGetJoinCode(k_MaxUnityRelayConnections);
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m_LocalLobby.RelayJoinCode = joinCode;
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//next line enabled lobby and relay services integration
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await m_LobbyServiceFacade.UpdateLobbyDataAsync(m_LocalLobby.GetDataForUnityServices());
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await m_LobbyServiceFacade.UpdatePlayerRelayInfoAsync(allocationIdBytes.ToString(), joinCode);
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// we now need to set the RelayCode somewhere :P
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var utp = (UnityTransport)m_ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport;
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utp.SetHostRelayData(ipv4Address, port, allocationIdBytes, key, connectionData, isSecure: true);
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}
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catch (Exception e)
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{
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Debug.LogErrorFormat($"{e.Message}");
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throw;
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}
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Debug.Log($"Created relay allocation with join code {m_LocalLobby.RelayJoinCode}");
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}
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if (!m_ConnectionManager.NetworkManager.StartHost())
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{
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OnClientDisconnect(m_ConnectionManager.NetworkManager.LocalClientId);
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}
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}
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}
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}
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