using System;
using Unity.Services.Relay.Models;
using UnityEngine;
using RelayService = Unity.Services.Relay.Relay;
namespace LobbyRelaySample.relay
{
///
/// Wrapper for all the interaction with the Relay API.
///
public static class RelayAPIInterface
{
///
/// A Relay Allocation represents a "server" for a new host.
///
public static void AllocateAsync(int maxConnections, Action onComplete)
{
var task = RelayService.Instance.CreateAllocationAsync(maxConnections);
AsyncRequestRelay.Instance.DoRequest(task, OnResponse);
void OnResponse(Allocation response)
{
if (response == null)
Debug.LogError("Relay returned a null Allocation. This might occur if the Relay service has an outage, if your cloud project ID isn't linked, or if your Relay package version is outdated.");
else
onComplete?.Invoke(response);
};
}
///
/// Only after an Allocation has been completed can a Relay join code be obtained. This code will be stored in the lobby's data as non-public
/// such that players can retrieve the Relay join code only after connecting to the lobby.
///
public static void GetJoinCodeAsync(Guid hostAllocationId, Action onComplete)
{
var task = RelayService.Instance.GetJoinCodeAsync(hostAllocationId);
AsyncRequestRelay.Instance.DoRequest(task, OnResponse);
void OnResponse(string response)
{
if (response == null)
Debug.LogError("Could not retrieve a Relay join code.");
else
onComplete?.Invoke(response);
}
}
///
/// Clients call this to retrieve the host's Allocation via a Relay join code.
///
public static void JoinAsync(string joinCode, Action onComplete)
{
var task = RelayService.Instance.JoinAllocationAsync(joinCode);
AsyncRequestRelay.Instance.DoRequest(task, OnResponse);
void OnResponse(JoinAllocation response)
{
if (response == null)
Debug.LogError("Could not join async with Relay join code " + joinCode);
else
onComplete?.Invoke(response);
};
}
}
}