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occur if the Relay service has an outage, if your cloud project ID isn't linked, or if your Relay package version is outdated.");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