using System; using Unity.Services.Relay.Models; using UnityEngine; using LobbyRelaySample.relay; namespace LobbyRelaySample.ngo { /* * When using the Relay adapter for UTP to connect the NetworkManager for Netcode for GameObjects (NGO), we need to provide the Allocation info without manually binding to it. * In actual use, if you are using NGO for your game's networking, you would not also use the RelayUtpSetupHost/RelayUtpSetupClient at all, since their direct data transmission would be unnecessary. * We keep both versions for this sample to demonstrate how each is set up, whether you want to just use Lobby + Relay or use NGO as well. */ /// /// Host logic: Request a new Allocation, and then pass its info to the UTP adapter for NGO. /// public class RelayUtpNGOSetupHost : MonoBehaviour // If this is a MonoBehaviour, it can be added to the InGameRunner object for easier cleanup on game end. { private SetupInGame m_setupInGame; private LocalLobby m_localLobby; private Action m_onJoin; public void Initialize(SetupInGame setupInGame, LocalLobby lobby, Action onJoin) { m_setupInGame = setupInGame; m_localLobby = lobby; m_onJoin = onJoin; RelayAPIInterface.AllocateAsync(m_localLobby.MaxPlayerCount, OnAllocation); } private void OnAllocation(Allocation allocation) { RelayAPIInterface.GetJoinCodeAsync(allocation.AllocationId, OnRelayCode); bool isSecure = false; var endpoint = RelayUtpSetup.GetEndpointForAllocation(allocation.ServerEndpoints, allocation.RelayServer.IpV4, allocation.RelayServer.Port, out isSecure); m_setupInGame.SetRelayServerData(RelayUtpSetup.AddressFromEndpoint(endpoint), endpoint.Port, allocation.AllocationIdBytes, allocation.Key, allocation.ConnectionData, allocation.ConnectionData, isSecure); m_onJoin?.Invoke(); } private void OnRelayCode(string relayCode) { m_localLobby.RelayNGOCode = relayCode; } } /// /// Client logic: Wait to receive the Relay code for NGO, and then pass the allocation info to the UTP adapter. /// public class RelayUtpNGOSetupClient : MonoBehaviour // This is also a MonoBehaviour for access to OnDestroy, to ensure unsubscription from the local lobby on game end. { private SetupInGame m_setupInGame; private LocalLobby m_localLobby; private Action m_onJoin; public void Initialize(SetupInGame setupInGame, LocalLobby lobby, Action onJoin) { m_setupInGame = setupInGame; m_localLobby = lobby; m_onJoin = onJoin; m_localLobby.onChanged += OnLobbyChange; } public void OnDestroy() { m_localLobby.onChanged -= OnLobbyChange; } private void OnLobbyChange(LocalLobby lobby) { if (m_localLobby.RelayNGOCode != null) { RelayAPIInterface.JoinAsync(m_localLobby.RelayNGOCode, OnJoin); m_localLobby.onChanged -= OnLobbyChange; } } private void OnJoin(JoinAllocation joinAllocation) { if (joinAllocation == null || this == null) // The returned JoinAllocation is null if allocation failed. this would be destroyed already if you quit the lobby while Relay is connecting. return; bool isSecure = false; var endpoint = RelayUtpSetup.GetEndpointForAllocation(joinAllocation.ServerEndpoints, joinAllocation.RelayServer.IpV4, joinAllocation.RelayServer.Port, out isSecure); m_setupInGame.SetRelayServerData(RelayUtpSetup.AddressFromEndpoint(endpoint), endpoint.Port, joinAllocation.AllocationIdBytes, joinAllocation.Key, joinAllocation.ConnectionData, joinAllocation.HostConnectionData, isSecure); m_onJoin?.Invoke(); } } }