您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
88 行
4.0 KiB
88 行
4.0 KiB
using System;
|
|
using Unity.Services.Relay.Models;
|
|
using UnityEngine;
|
|
using LobbyRelaySample.relay;
|
|
|
|
namespace LobbyRelaySample.ngo
|
|
{
|
|
/*
|
|
* To use Netcode for GameObjects (NGO), we use the Relay adapter for UTP, attached to a NetworkManager. This needs to be provided the Allocation info before we bind 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.
|
|
*/
|
|
|
|
/// <summary>
|
|
/// Host logic: Request a new Allocation, and then pass its info to the UTP adapter for NGO.
|
|
/// </summary>
|
|
public class RelayUtpNGOSetupHost : MonoBehaviour // This is a MonoBehaviour so that 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;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Client logic: Wait to receive the Relay code for NGO, and then pass the allocation info to the UTP adapter.
|
|
/// </summary>
|
|
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();
|
|
}
|
|
}
|
|
}
|