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192 行
7.9 KiB
192 行
7.9 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Jobs;
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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 UTP, for the lobby host.
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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 JobHandle m_currentUpdateHandle;
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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 { NewPlayer = 0, Ping = 1, ReadyState = 2, PlayerName = 3, Emote = 4 }
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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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protected void BindToAllocation(string ip, int port, byte[] allocationIdBytes, byte[] connectionDataBytes, byte[] hostConnectionDataBytes, byte[] hmacKeyBytes, int connectionCapacity)
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{
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NetworkEndPoint serverEndpoint = NetworkEndPoint.Parse(ip, (ushort)port);
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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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m_endpointForServer = serverEndpoint;
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var relayServerData = new RelayServerData(ref serverEndpoint, 0, ref allocationId, ref connectionData, ref hostConnectionData, ref key);
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relayServerData.ComputeNewNonce();
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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()); // TODO: This is the only reason for being a MonoBehaviour?
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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; // TODO: Does this not proceed until a client connects as well?
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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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}
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public class RelayUtpSetupHost : RelayUtpSetup
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{
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protected override void JoinRelay()
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{
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RelayInterface.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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RelayInterface.GetJoinCodeAsync(allocation.AllocationId, OnRelayCode);
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BindToAllocation(allocation.RelayServer.IpV4, allocation.RelayServer.Port, allocation.AllocationIdBytes, allocation.ConnectionData, allocation.ConnectionData, allocation.Key, 16);
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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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RelayInterface.JoinAsync(m_localLobby.RelayCode, OnJoin);
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}
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private void OnJoin(JoinAllocation joinAllocation)
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{
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m_localLobby.RelayServer = new ServerAddress(joinAllocation.RelayServer.IpV4, joinAllocation.RelayServer.Port);
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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("Server failed to listen");
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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.LogWarning("Server is now listening!");
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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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}
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}
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}
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public class RelayUtpSetupClient : RelayUtpSetup
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{
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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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RelayInterface.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 allocation)
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{
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if (allocation == null)
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return; // TODO: Error messaging.
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BindToAllocation(allocation.RelayServer.IpV4, allocation.RelayServer.Port, allocation.AllocationIdBytes, allocation.ConnectionData, allocation.HostConnectionData, allocation.Key, 1);
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m_localLobby.RelayServer = new ServerAddress(allocation.RelayServer.IpV4, allocation.RelayServer.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, you can 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("Client failed to connect to server");
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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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RelayUtpClient watcher = gameObject.AddComponent<RelayUtpClient>();
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watcher.Initialize(m_networkDriver, m_connections, m_localUser, m_localLobby);
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m_onJoinComplete(true, watcher);
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}
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}
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}
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}
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