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249 行
11 KiB
249 行
11 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Networking.Transport;
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using Unity.Networking.Transport.Relay;
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using Unity.Services.Relay.Models;
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using UnityEngine;
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namespace LobbyRelaySample.relay
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{
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/// <summary>
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/// Responsible for setting up a connection with Relay using Unity Transport (UTP). A Relay Allocation is created by the host, and then all players
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/// bind UTP to that Allocation in order to send data to each other.
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/// Must be a MonoBehaviour since the binding process doesn't have asynchronous callback options.
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/// </summary>
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public abstract class RelayUtpSetup : MonoBehaviour
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{
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protected bool m_isRelayConnected = false;
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protected NetworkDriver m_networkDriver;
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protected List<NetworkConnection> m_connections;
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protected NetworkEndPoint m_endpointForServer;
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protected LocalLobby m_localLobby;
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protected LobbyUser m_localUser;
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protected Action<bool, RelayUtpClient> m_onJoinComplete;
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public enum MsgType { Ping = 0, NewPlayer, ReadyState, PlayerName, Emote, StartCountdown, CancelCountdown, ConfirmInGame, EndInGame, PlayerDisconnect }
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public void BeginRelayJoin(LocalLobby localLobby, LobbyUser localUser, Action<bool, RelayUtpClient> onJoinComplete)
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{
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m_localLobby = localLobby;
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m_localUser = localUser;
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m_onJoinComplete = onJoinComplete;
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JoinRelay();
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}
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protected abstract void JoinRelay();
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/// <summary>
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/// Determine the server endpoint for connecting to the Relay server, for either an Allocation or a JoinAllocation.
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/// 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.
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/// </summary>
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protected NetworkEndPoint GetEndpointForAllocation(List<RelayServerEndpoint> endpoints, string ip, int port, out bool isSecure)
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{
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#if ENABLE_MANAGED_UNITYTLS
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foreach (RelayServerEndpoint endpoint in endpoints)
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{
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if (endpoint.Secure && endpoint.Network == RelayServerEndpoint.NetworkOptions.Udp)
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{
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isSecure = true;
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return NetworkEndPoint.Parse(endpoint.Host, (ushort)endpoint.Port);
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}
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}
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#endif
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isSecure = false;
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return NetworkEndPoint.Parse(ip, (ushort)port);
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}
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/// <summary>
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/// Shared behavior for binding to the Relay allocation, which is required for use.
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/// 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.
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/// </summary>
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protected void BindToAllocation(NetworkEndPoint serverEndpoint, byte[] allocationIdBytes, byte[] connectionDataBytes, byte[] hostConnectionDataBytes, byte[] hmacKeyBytes, int connectionCapacity, bool isSecure)
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{
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RelayAllocationId allocationId = ConvertAllocationIdBytes(allocationIdBytes);
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RelayConnectionData connectionData = ConvertConnectionDataBytes(connectionDataBytes);
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RelayConnectionData hostConnectionData = ConvertConnectionDataBytes(hostConnectionDataBytes);
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RelayHMACKey key = ConvertHMACKeyBytes(hmacKeyBytes);
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var relayServerData = new RelayServerData(ref serverEndpoint, 0, ref allocationId, ref connectionData, ref hostConnectionData, ref key, isSecure);
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relayServerData.ComputeNewNonce(); // For security, the nonce value sent when authenticating the allocation must be increased.
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var relayNetworkParameter = new RelayNetworkParameter { ServerData = relayServerData };
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m_networkDriver = NetworkDriver.Create(new INetworkParameter[] { relayNetworkParameter });
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m_connections = new List<NetworkConnection>(connectionCapacity);
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if (m_networkDriver.Bind(NetworkEndPoint.AnyIpv4) != 0)
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Debug.LogError("Failed to bind to Relay allocation.");
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else
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StartCoroutine(WaitForBindComplete());
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}
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private IEnumerator WaitForBindComplete()
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{
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while (!m_networkDriver.Bound)
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{
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m_networkDriver.ScheduleUpdate().Complete();
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yield return null;
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}
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OnBindingComplete();
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}
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protected abstract void OnBindingComplete();
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#region UTP uses pointers instead of managed arrays for performance reasons, so we use these helper functions to convert them.
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unsafe private static RelayAllocationId ConvertAllocationIdBytes(byte[] allocationIdBytes)
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{
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fixed (byte* ptr = allocationIdBytes)
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{
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return RelayAllocationId.FromBytePointer(ptr, allocationIdBytes.Length);
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}
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}
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unsafe private static RelayConnectionData ConvertConnectionDataBytes(byte[] connectionData)
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{
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fixed (byte* ptr = connectionData)
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{
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return RelayConnectionData.FromBytePointer(ptr, RelayConnectionData.k_Length);
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}
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}
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unsafe private static RelayHMACKey ConvertHMACKeyBytes(byte[] hmac)
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{
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fixed (byte* ptr = hmac)
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{
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return RelayHMACKey.FromBytePointer(ptr, RelayHMACKey.k_Length);
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}
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}
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#endregion
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private void OnDestroy()
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{
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if (!m_isRelayConnected && m_networkDriver.IsCreated)
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m_networkDriver.Dispose();
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}
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}
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/// <summary>
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/// 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.
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/// </summary>
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public class RelayUtpSetupHost : RelayUtpSetup
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{
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[Flags]
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private enum JoinState { None = 0, Bound = 1, Joined = 2 }
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private JoinState m_joinState = JoinState.None;
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private Allocation m_allocation;
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protected override void JoinRelay()
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{
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RelayAPIInterface.AllocateAsync(m_localLobby.MaxPlayerCount, OnAllocation);
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}
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private void OnAllocation(Allocation allocation)
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{
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m_allocation = allocation;
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RelayAPIInterface.GetJoinCodeAsync(allocation.AllocationId, OnRelayCode);
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bool isSecure = false;
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m_endpointForServer = GetEndpointForAllocation(allocation.ServerEndpoints, allocation.RelayServer.IpV4, allocation.RelayServer.Port, out isSecure);
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BindToAllocation(m_endpointForServer, allocation.AllocationIdBytes, allocation.ConnectionData, allocation.ConnectionData, allocation.Key, 16, isSecure);
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}
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private void OnRelayCode(string relayCode)
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{
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m_localLobby.RelayCode = relayCode;
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m_localLobby.RelayServer = new ServerAddress(m_endpointForServer.Address.Split(':')[0], m_endpointForServer.Port);
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m_joinState |= JoinState.Joined;
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CheckForComplete();
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}
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protected override void OnBindingComplete()
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{
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if (m_networkDriver.Listen() != 0)
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{
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Debug.LogError("RelayUtpSetupHost failed to bind to the Relay Allocation.");
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m_onJoinComplete(false, null);
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}
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else
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{
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Debug.Log("Relay host is bound.");
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m_joinState |= JoinState.Bound;
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CheckForComplete();
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}
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}
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private void CheckForComplete()
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{
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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.
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{
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m_isRelayConnected = true;
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RelayUtpHost host = gameObject.AddComponent<RelayUtpHost>();
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host.Initialize(m_networkDriver, m_connections, m_localUser, m_localLobby);
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m_onJoinComplete(true, host);
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LobbyAsyncRequests.Instance.UpdatePlayerRelayInfoAsync(m_allocation.AllocationId.ToString(), m_localLobby.RelayCode, null);
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}
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}
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}
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/// <summary>
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/// 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
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/// then create a connection to the host.
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/// </summary>
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public class RelayUtpSetupClient : RelayUtpSetup
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{
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private JoinAllocation m_allocation;
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protected override void JoinRelay()
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{
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m_localLobby.onChanged += OnLobbyChange;
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}
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private void OnLobbyChange(LocalLobby lobby)
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{
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if (m_localLobby.RelayCode != null)
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{
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RelayAPIInterface.JoinAsync(m_localLobby.RelayCode, OnJoin);
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m_localLobby.onChanged -= OnLobbyChange;
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}
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}
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private void OnJoin(JoinAllocation joinAllocation)
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{
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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.
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return;
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m_allocation = joinAllocation;
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bool isSecure = false;
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m_endpointForServer = GetEndpointForAllocation(joinAllocation.ServerEndpoints, joinAllocation.RelayServer.IpV4, joinAllocation.RelayServer.Port, out isSecure);
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BindToAllocation(m_endpointForServer, joinAllocation.AllocationIdBytes, joinAllocation.ConnectionData, joinAllocation.HostConnectionData, joinAllocation.Key, 1, isSecure);
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m_localLobby.RelayServer = new ServerAddress(m_endpointForServer.Address.Split(':')[0], m_endpointForServer.Port);
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}
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protected override void OnBindingComplete()
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{
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StartCoroutine(ConnectToServer());
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}
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private IEnumerator ConnectToServer()
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{
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// Once the client is bound to the Relay server, send a connection request.
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m_connections.Add(m_networkDriver.Connect(m_endpointForServer));
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while (m_networkDriver.GetConnectionState(m_connections[0]) == NetworkConnection.State.Connecting)
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{
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m_networkDriver.ScheduleUpdate().Complete();
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yield return null;
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}
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if (m_networkDriver.GetConnectionState(m_connections[0]) != NetworkConnection.State.Connected)
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{
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Debug.LogError("RelayUtpSetupClient could not connect to the host.");
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m_onJoinComplete(false, null);
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}
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else if (this != null)
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{
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m_isRelayConnected = true;
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RelayUtpClient client = gameObject.AddComponent<RelayUtpClient>();
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client.Initialize(m_networkDriver, m_connections, m_localUser, m_localLobby);
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m_onJoinComplete(true, client);
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LobbyAsyncRequests.Instance.UpdatePlayerRelayInfoAsync(m_allocation.AllocationId.ToString(), m_localLobby.RelayCode, null);
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}
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}
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}
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}
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