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
192 行
7.9 KiB
192 行
7.9 KiB
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using Unity.Jobs;
|
|
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 UTP, for the lobby host.
|
|
/// 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 JobHandle m_currentUpdateHandle;
|
|
protected LocalLobby m_localLobby;
|
|
protected LobbyUser m_localUser;
|
|
protected Action<bool, RelayUtpClient> m_onJoinComplete;
|
|
|
|
public enum MsgType { NewPlayer = 0, ReadyState = 2, PlayerName = 3, Emote = 4 }
|
|
|
|
public void BeginRelayJoin(LocalLobby localLobby, LobbyUser localUser, Action<bool, RelayUtpClient> onJoinComplete)
|
|
{
|
|
m_localLobby = localLobby;
|
|
m_localUser = localUser;
|
|
m_onJoinComplete = onJoinComplete;
|
|
JoinRelay();
|
|
}
|
|
protected abstract void JoinRelay();
|
|
|
|
protected void BindToAllocation(string ip, int port, byte[] allocationIdBytes, byte[] connectionDataBytes, byte[] hostConnectionDataBytes, byte[] hmacKeyBytes, int connectionCapacity)
|
|
{
|
|
NetworkEndPoint serverEndpoint = NetworkEndPoint.Parse(ip, (ushort)port);
|
|
RelayAllocationId allocationId = ConvertAllocationIdBytes(allocationIdBytes);
|
|
RelayConnectionData connectionData = ConvertConnectionDataBytes(connectionDataBytes);
|
|
RelayConnectionData hostConnectionData = ConvertConnectionDataBytes(hostConnectionDataBytes);
|
|
RelayHMACKey key = ConvertHMACKeyBytes(hmacKeyBytes);
|
|
|
|
m_endpointForServer = serverEndpoint;
|
|
var relayServerData = new RelayServerData(ref serverEndpoint, 0, ref allocationId, ref connectionData, ref hostConnectionData, ref key);
|
|
relayServerData.ComputeNewNonce();
|
|
var relayNetworkParameter = new RelayNetworkParameter { ServerData = relayServerData };
|
|
|
|
m_networkDriver = NetworkDriver.Create(new INetworkParameter[] { relayNetworkParameter });
|
|
m_connections = new List<NetworkConnection>(connectionCapacity);
|
|
|
|
if (m_networkDriver.Bind(NetworkEndPoint.AnyIpv4) != 0)
|
|
Debug.LogError("Failed to bind to Relay allocation.");
|
|
else
|
|
StartCoroutine(WaitForBindComplete()); // TODO: This is the only reason for being a MonoBehaviour?
|
|
}
|
|
|
|
private IEnumerator WaitForBindComplete()
|
|
{
|
|
while (!m_networkDriver.Bound)
|
|
{
|
|
m_networkDriver.ScheduleUpdate().Complete();
|
|
yield return null; // TODO: Does this not proceed until a client connects as well?
|
|
}
|
|
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
|
|
}
|
|
|
|
public class RelayUtpSetupHost : RelayUtpSetup
|
|
{
|
|
protected override void JoinRelay()
|
|
{
|
|
RelayInterface.AllocateAsync(m_localLobby.MaxPlayerCount, OnAllocation);
|
|
}
|
|
|
|
private void OnAllocation(Allocation allocation)
|
|
{
|
|
RelayInterface.GetJoinCodeAsync(allocation.AllocationId, OnRelayCode);
|
|
BindToAllocation(allocation.RelayServer.IpV4, allocation.RelayServer.Port, allocation.AllocationIdBytes, allocation.ConnectionData, allocation.ConnectionData, allocation.Key, 16);
|
|
}
|
|
|
|
private void OnRelayCode(string relayCode)
|
|
{
|
|
m_localLobby.RelayCode = relayCode;
|
|
RelayInterface.JoinAsync(m_localLobby.RelayCode, OnJoin);
|
|
}
|
|
|
|
private void OnJoin(JoinAllocation joinAllocation)
|
|
{
|
|
m_localLobby.RelayServer = new ServerAddress(joinAllocation.RelayServer.IpV4, joinAllocation.RelayServer.Port);
|
|
}
|
|
|
|
protected override void OnBindingComplete()
|
|
{
|
|
if (m_networkDriver.Listen() != 0)
|
|
{
|
|
Debug.LogError("Server failed to listen");
|
|
m_onJoinComplete(false, null);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogWarning("Server is now listening!");
|
|
m_isRelayConnected = true;
|
|
RelayUtpHost host = gameObject.AddComponent<RelayUtpHost>();
|
|
host.Initialize(m_networkDriver, m_connections, m_localUser, m_localLobby);
|
|
m_onJoinComplete(true, host);
|
|
}
|
|
}
|
|
}
|
|
|
|
public class RelayUtpSetupClient : RelayUtpSetup
|
|
{
|
|
protected override void JoinRelay()
|
|
{
|
|
m_localLobby.onChanged += OnLobbyChange;
|
|
}
|
|
|
|
private void OnLobbyChange(LocalLobby lobby)
|
|
{
|
|
if (m_localLobby.RelayCode != null)
|
|
{
|
|
RelayInterface.JoinAsync(m_localLobby.RelayCode, OnJoin);
|
|
m_localLobby.onChanged -= OnLobbyChange;
|
|
}
|
|
}
|
|
|
|
private void OnJoin(JoinAllocation allocation)
|
|
{
|
|
if (allocation == null)
|
|
return; // TODO: Error messaging.
|
|
BindToAllocation(allocation.RelayServer.IpV4, allocation.RelayServer.Port, allocation.AllocationIdBytes, allocation.ConnectionData, allocation.HostConnectionData, allocation.Key, 1);
|
|
m_localLobby.RelayServer = new ServerAddress(allocation.RelayServer.IpV4, allocation.RelayServer.Port);
|
|
}
|
|
|
|
protected override void OnBindingComplete()
|
|
{
|
|
StartCoroutine(ConnectToServer());
|
|
}
|
|
|
|
private IEnumerator ConnectToServer()
|
|
{
|
|
// Once the client is bound to the Relay server, you can 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();
|
|
yield return null;
|
|
}
|
|
if (m_networkDriver.GetConnectionState(m_connections[0]) != NetworkConnection.State.Connected)
|
|
{
|
|
Debug.LogError("Client failed to connect to server");
|
|
m_onJoinComplete(false, null);
|
|
}
|
|
else
|
|
{
|
|
RelayUtpClient watcher = gameObject.AddComponent<RelayUtpClient>();
|
|
watcher.Initialize(m_networkDriver, m_connections, m_localUser, m_localLobby);
|
|
m_onJoinComplete(true, watcher);
|
|
}
|
|
}
|
|
}
|
|
}
|