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using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.Networking.Transport;
using Unity.Networking.Transport.Relay;
using Unity.Services.Relay.Models;
using UnityEngine;
namespace LobbyRelaySample.relay
{
/// <summary>
/// Responsible for setting up a connection with Relay using Unity Transport (UTP). A Relay Allocation is created by the host, and then all players
/// bind UTP to that Allocation in order to send data to each other.
/// Must be a MonoBehaviour since the binding process doesn't have asynchronous callback options.
/// </summary>
public abstract class RelayUtpSetup : MonoBehaviour
{
protected bool m_isRelayConnected = false;
protected NetworkDriver m_networkDriver;
protected List<NetworkConnection> m_connections;
protected NetworkEndPoint m_endpointForServer;
protected LocalLobby m_localLobby;
protected LocalPlayer m_localUser;
protected Action<bool, RelayUtpClient> m_onJoinComplete;
public static string AddressFromEndpoint(NetworkEndPoint endpoint)
{
return endpoint.Address.Split(':')[0];
}
public void BeginRelayJoin(
LocalLobby localLobby,
LocalPlayer localUser,
Action<bool, RelayUtpClient> onJoinComplete)
{
m_localLobby = localLobby;
m_localUser = localUser;
m_onJoinComplete = onJoinComplete;
JoinRelay();
}
protected abstract void JoinRelay();
/// <summary>
/// Determine the server endpoint for connecting to the Relay server, for either an Allocation or a JoinAllocation.
/// If DTLS encryption is available, and there's a secure server endpoint available, use that as a secure connection. Otherwise, just connect to the Relay IP unsecured.
/// </summary>
public static NetworkEndPoint GetEndpointForAllocation(
List<RelayServerEndpoint> endpoints,
string ip,
int port,
out bool isSecure)
{
#if ENABLE_MANAGED_UNITYTLS
foreach (RelayServerEndpoint endpoint in endpoints)
{
if (endpoint.Secure && endpoint.Network == RelayServerEndpoint.NetworkOptions.Udp)
{
isSecure = true;
return NetworkEndPoint.Parse(endpoint.Host, (ushort) endpoint.Port);
}
}
#endif
isSecure = false;
return NetworkEndPoint.Parse(ip, (ushort) port);
}
/// <summary>
/// Shared behavior for binding to the Relay allocation, which is required for use.
/// Note that a host will send bytes from the Allocation it creates, whereas a client will send bytes from the JoinAllocation it receives using a relay code.
/// </summary>
protected void BindToAllocation(
NetworkEndPoint serverEndpoint,
byte[] allocationIdBytes,
byte[] connectionDataBytes,
byte[] hostConnectionDataBytes,
byte[] hmacKeyBytes,
int connectionCapacity,
bool isSecure)
{
RelayAllocationId allocationId = ConvertAllocationIdBytes(allocationIdBytes);
RelayConnectionData connectionData = ConvertConnectionDataBytes(connectionDataBytes);
RelayConnectionData hostConnectionData = ConvertConnectionDataBytes(hostConnectionDataBytes);
RelayHMACKey key = ConvertHMACKeyBytes(hmacKeyBytes);
var relayServerData = new RelayServerData(ref serverEndpoint, 0, ref allocationId, ref connectionData,
ref hostConnectionData, ref key, isSecure);
relayServerData
.ComputeNewNonce(); // For security, the nonce value sent when authenticating the allocation must be increased.
var networkSettings = new NetworkSettings();
m_networkDriver = NetworkDriver.Create(networkSettings.WithRelayParameters(ref relayServerData));
m_connections = new List<NetworkConnection>(connectionCapacity);
if (m_networkDriver.Bind(NetworkEndPoint.AnyIpv4) != 0)
Debug.LogError("Failed to bind to Relay allocation.");
else
StartCoroutine(WaitForBindComplete());
}
private IEnumerator WaitForBindComplete()
{
while (!m_networkDriver.Bound)
{
m_networkDriver.ScheduleUpdate().Complete();
yield return null;
}
OnBindingComplete();
}
protected abstract void OnBindingComplete();
#region UTP uses pointers instead of managed arrays for performance reasons, so we use these helper functions to convert them.
unsafe private static RelayAllocationId ConvertAllocationIdBytes(byte[] allocationIdBytes)
{
fixed (byte* ptr = allocationIdBytes)
{
return RelayAllocationId.FromBytePointer(ptr, allocationIdBytes.Length);
}
}
unsafe private static RelayConnectionData ConvertConnectionDataBytes(byte[] connectionData)
{
fixed (byte* ptr = connectionData)
{
return RelayConnectionData.FromBytePointer(ptr, RelayConnectionData.k_Length);
}
}
unsafe private static RelayHMACKey ConvertHMACKeyBytes(byte[] hmac)
{
fixed (byte* ptr = hmac)
{
return RelayHMACKey.FromBytePointer(ptr, RelayHMACKey.k_Length);
}
}
#endregion
private void OnDestroy()
{
if (!m_isRelayConnected && m_networkDriver.IsCreated)
m_networkDriver.Dispose();
}
}
/// <summary>
/// Host logic: Request a new Allocation, and then both bind to it and request a join code. Once those are both complete, supply data back to the lobby.
/// </summary>
public class RelayUtpSetupHost : RelayUtpSetup
{
[Flags]
private enum JoinState
{
None = 0,
Bound = 1,
Joined = 2
}
private JoinState m_joinState = JoinState.None;
private Allocation m_allocation;
protected override void JoinRelay()
{
RelayAPIInterface.AllocateAsync(m_localLobby.MaxPlayerCount.Value, OnAllocation);
}
private void OnAllocation(Allocation allocation)
{
m_allocation = allocation;
RelayAPIInterface.GetJoinCodeAsync(allocation.AllocationId, OnRelayCode);
bool isSecure = false;
m_endpointForServer = GetEndpointForAllocation(allocation.ServerEndpoints, allocation.RelayServer.IpV4,
allocation.RelayServer.Port, out isSecure);
BindToAllocation(m_endpointForServer, allocation.AllocationIdBytes, allocation.ConnectionData,
allocation.ConnectionData, allocation.Key, 16, isSecure);
}
private void OnRelayCode(string relayCode)
{
m_localLobby.RelayCode.Value = relayCode;
m_localLobby.RelayServer.Value =
new ServerAddress(AddressFromEndpoint(m_endpointForServer), m_endpointForServer.Port);
m_joinState |= JoinState.Joined;
#pragma warning disable 4014
CheckForComplete();
#pragma warning restore 4014
}
protected override void OnBindingComplete()
{
if (m_networkDriver.Listen() != 0)
{
Debug.LogError("RelayUtpSetupHost failed to bind to the Relay Allocation.");
m_onJoinComplete(false, null);
}
else
{
Debug.Log("Relay host is bound.");
m_joinState |= JoinState.Bound;
#pragma warning disable 4014
CheckForComplete();
#pragma warning restore 4014
}
}
private void CheckForComplete()
{
if (m_joinState == (JoinState.Joined | JoinState.Bound) && this != null
) // this will equal null (i.e. this component has been destroyed) if the host left the lobby during the Relay connection sequence.
{
m_isRelayConnected = true;
RelayUtpHost host = gameObject.AddComponent<RelayUtpHost>();
host.Initialize(m_networkDriver, m_connections, m_localUser, m_localLobby);
m_onJoinComplete(true, host);
var connectionInfo = $"{m_allocation.RelayServer.IpV4}:{m_allocation.RelayServer.Port}";
// await LobbyManager.Instance.UpdatePlayerRelayInfoAsync(m_allocation.AllocationId.ToString(), m_localLobby.RelayCode, connectionInfo);
}
}
}
/// <summary>
/// Client logic: Wait until the Relay join code is retrieved from the lobby's shared data. Then, use that code to get the Allocation to bind to, and
/// then create a connection to the host.
/// </summary>
public class RelayUtpSetupClient : RelayUtpSetup
{
private JoinAllocation m_allocation;
protected override void JoinRelay()
{
m_localLobby.RelayCode.onChanged += OnRelayChanged;
}
private void OnRelayChanged(string relayCode)
{
if (string.IsNullOrEmpty(relayCode))
return;
RelayAPIInterface.JoinAsync(m_localLobby.RelayCode.Value, OnJoin);
m_localLobby.RelayCode.onChanged -= OnRelayChanged;
}
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;
m_allocation = joinAllocation;
bool isSecure = false;
m_endpointForServer = GetEndpointForAllocation(joinAllocation.ServerEndpoints,
joinAllocation.RelayServer.IpV4, joinAllocation.RelayServer.Port, out isSecure);
BindToAllocation(m_endpointForServer, joinAllocation.AllocationIdBytes, joinAllocation.ConnectionData,
joinAllocation.HostConnectionData, joinAllocation.Key, 1, isSecure);
m_localLobby.RelayServer.Value =
new ServerAddress(AddressFromEndpoint(m_endpointForServer), m_endpointForServer.Port);
}
protected override void OnBindingComplete()
{
#pragma warning disable 4014
ConnectToServer();
#pragma warning restore 4014
}
private async Task ConnectToServer()
{
// Once the client is bound to the Relay server, send a connection request.
m_connections.Add(m_networkDriver.Connect(m_endpointForServer));
while (m_networkDriver.GetConnectionState(m_connections[0]) == NetworkConnection.State.Connecting)
{
m_networkDriver.ScheduleUpdate().Complete();
await Task.Delay(100);
}
if (m_networkDriver.GetConnectionState(m_connections[0]) != NetworkConnection.State.Connected)
{
Debug.LogError("RelayUtpSetupClient could not connect to the host.");
m_onJoinComplete(false, null);
}
else if (this != null)
{
m_isRelayConnected = true;
RelayUtpClient client = gameObject.AddComponent<RelayUtpClient>();
client.Initialize(m_networkDriver, m_connections, m_localUser, m_localLobby);
m_onJoinComplete(true, client);
var connectionInfo = $"{m_allocation.RelayServer.IpV4}:{m_allocation.RelayServer.Port}";
await GameManager.Instance.LobbyManager.UpdatePlayerRelayInfoAsync(m_allocation.AllocationId.ToString(), m_localLobby.RelayCode.Value,connectionInfo);
}
}
}
}