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88 行
3.9 KiB
88 行
3.9 KiB
using System;
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using Unity.Services.Relay.Models;
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using UnityEngine;
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using LobbyRelaySample.relay;
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namespace LobbyRelaySample.ngo
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{
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/*
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* 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.
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* 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.
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* 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.
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*/
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/// <summary>
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/// Host logic: Request a new Allocation, and then pass its info to the UTP adapter for NGO.
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/// </summary>
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public class RelayUtpNGOSetupHost : MonoBehaviour // This is a MonoBehaviour so that it can be added to the InGameRunner object for easier cleanup on game end.
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{
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private SetupInGame m_setupInGame;
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private LocalLobby m_localLobby;
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private Action m_onJoin;
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public void Initialize(SetupInGame setupInGame, LocalLobby lobby, Action onJoin)
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{
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m_setupInGame = setupInGame;
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m_localLobby = lobby;
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m_onJoin = onJoin;
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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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RelayAPIInterface.GetJoinCodeAsync(allocation.AllocationId, OnRelayCode);
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bool isSecure = false;
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var endpoint = RelayUtpSetup.GetEndpointForAllocation(allocation.ServerEndpoints, out isSecure);
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m_setupInGame.SetRelayServerData(RelayUtpSetup.AddressFromEndpoint(endpoint), endpoint.Port, allocation.AllocationIdBytes, allocation.Key, allocation.ConnectionData, allocation.ConnectionData, isSecure);
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m_onJoin?.Invoke();
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}
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private void OnRelayCode(string relayCode)
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{
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m_localLobby.RelayNGOCode = relayCode;
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}
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}
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/// <summary>
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/// Client logic: Wait to receive the Relay code for NGO, and then pass the allocation info to the UTP adapter.
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/// </summary>
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public class RelayUtpNGOSetupClient : MonoBehaviour // This is also a MonoBehaviour for access to OnDestroy, to ensure unsubscription from the local lobby on game end.
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{
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private SetupInGame m_setupInGame;
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private LocalLobby m_localLobby;
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private Action m_onJoin;
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public void Initialize(SetupInGame setupInGame, LocalLobby lobby, Action onJoin)
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{
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m_setupInGame = setupInGame;
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m_localLobby = lobby;
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m_onJoin = onJoin;
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m_localLobby.onChanged += OnLobbyChange;
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}
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public void OnDestroy()
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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.RelayNGOCode != null)
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{
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RelayAPIInterface.JoinAsync(m_localLobby.RelayNGOCode, 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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bool isSecure = false;
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var endpoint = RelayUtpSetup.GetEndpointForAllocation(joinAllocation.ServerEndpoints, out isSecure);
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m_setupInGame.SetRelayServerData(RelayUtpSetup.AddressFromEndpoint(endpoint), endpoint.Port, joinAllocation.AllocationIdBytes, joinAllocation.Key, joinAllocation.ConnectionData, joinAllocation.HostConnectionData, isSecure);
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m_onJoin?.Invoke();
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}
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}
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}
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