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using LobbyRelaySample;
using System;
using System.Collections;
using Unity.Collections;
using Unity.Jobs;
using Unity.Networking.Transport;
using Unity.Networking.Transport.Relay;
using Unity.Services.Relay;
using Unity.Services.Relay.Allocations;
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 NativeList<NetworkConnection> m_connections;
protected NetworkEndPoint m_endpointForServer;
protected JobHandle m_currentUpdateHandle;
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 NativeList<NetworkConnection>(connectionCapacity, Allocator.Persistent);
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
private void LateUpdate()
{
if (m_networkDriver.IsCreated && m_isRelayConnected)
m_currentUpdateHandle.Complete(); // This prevents warnings about a job allocation longer than 4 frames if FixedUpdate is very fast.
}
}
public class RelayUtpSetup_Host : RelayUTPSetup
{
private LocalLobby m_localLobby;
public void DoRelaySetup(LocalLobby localLobby)
{
m_localLobby = localLobby;
RelayInterface.AllocateAsync(m_localLobby.MaxPlayerCount, OnAllocation);
}
public void OnAllocation(Allocation allocation)
{
RelayInterface.GetJoinCodeAsync(allocation.AllocationId, OnRelayCode);
BindToAllocation(allocation);
}
public 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);
}
private void BindToAllocation(Allocation allocation)
{
BindToAllocation(allocation.RelayServer.IpV4, allocation.RelayServer.Port, allocation.AllocationIdBytes, allocation.ConnectionData, allocation.ConnectionData, allocation.Key, 16);
}
protected override void OnBindingComplete()
{
if (m_networkDriver.Listen() != 0)
{
Debug.LogError("Server failed to listen");
}
else
{
Debug.LogWarning("Server is now listening!");
m_isRelayConnected = true;
}
}
struct DriverUpdateJob : IJob
{
public NetworkDriver driver;
public NativeList<NetworkConnection> connections;
public void Execute()
{
// Remove connections which have been destroyed from the list of active connections
for (int i = 0; i < connections.Length; ++i)
{
if (!connections[i].IsCreated)
{
connections.RemoveAtSwapBack(i);
// Index i is a new connection since we did a swap back, check it again
--i;
}
}
// Accept all new connections
while (true)
{
var con = driver.Accept();
// "Nothing more to accept" is signaled by returning an invalid connection from accept
if (!con.IsCreated)
break;
connections.Add(con);
}
}
}
private struct PongJob : Unity.Jobs.IJobParallelForDefer
{
public NetworkDriver.Concurrent driver;
public NativeArray<NetworkConnection> connections;
public void Execute(int i)
{
DataStreamReader strm;
NetworkEvent.Type cmd;
// Pop all events for the connection
while ((cmd = driver.PopEventForConnection(connections[i], out strm)) != NetworkEvent.Type.Empty)
{
if (cmd == NetworkEvent.Type.Data)
{
// For ping requests we reply with a pong message
int id = strm.ReadInt();
Debug.LogWarning("Received int: " + id);
// Create a temporary DataStreamWriter to keep our serialized pong message
if (driver.BeginSend(connections[i], out var pongData) == 0)
{
pongData.WriteInt(id);
// Send the pong message with the same id as the ping
driver.EndSend(pongData);
}
}
else if (cmd == NetworkEvent.Type.Disconnect)
{
// When disconnected we make sure the connection return false to IsCreated so the next frames
// DriverUpdateJob will remove it
connections[i] = default(NetworkConnection);
}
}
}
}
private void Update()
{
// When connecting to the relay we need to this?
if (m_networkDriver.IsCreated && !m_isRelayConnected)
{
m_networkDriver.ScheduleUpdate().Complete();
var updateJob = new DriverUpdateJob {driver = m_networkDriver, connections = m_connections};
updateJob.Schedule().Complete();
}
}
void FixedUpdate()
{
if (m_networkDriver.IsCreated && m_isRelayConnected) {
// Wait for the previous frames ping to complete before starting a new one, the Complete in LateUpdate is not
// enough since we can get multiple FixedUpdate per frame on slow clients
m_currentUpdateHandle.Complete();
var updateJob = new DriverUpdateJob {driver = m_networkDriver, connections = m_connections};
var pongJob = new PongJob
{
// PongJob is a ParallelFor job, it must use the concurrent NetworkDriver
driver = m_networkDriver.ToConcurrent(),
// PongJob uses IJobParallelForDeferExtensions, we *must* use AsDeferredJobArray in order to access the
// list from the job
connections = m_connections.AsDeferredJobArray()
};
// Update the driver should be the first job in the chain
m_currentUpdateHandle = m_networkDriver.ScheduleUpdate();
// The DriverUpdateJob which accepts new connections should be the second job in the chain, it needs to depend
// on the driver update job
m_currentUpdateHandle = updateJob.Schedule(m_currentUpdateHandle);
// PongJob uses IJobParallelForDeferExtensions, we *must* schedule with a list as first parameter rather than
// an int since the job needs to pick up new connections from DriverUpdateJob
// The PongJob is the last job in the chain and it must depends on the DriverUpdateJob
m_currentUpdateHandle = pongJob.Schedule(m_connections, 1, m_currentUpdateHandle);
}
}
}
public class RelayUtpSetup_Client : RelayUTPSetup
{
private LocalLobby m_localLobby;
private JobHandle m_activeUpdateJobHandle;
public void JoinRelay(LocalLobby localLobby)
{
m_localLobby = localLobby;
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);
}
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");
}
private struct PingJob : IJob
{
public NetworkDriver driver;
public NativeArray<NetworkConnection> connection; // TODO: I think we were using NativeArray to merely contain one entry, since we'd be unable to pass just that via jobs?
public float fixedTime;
public void Execute()
{
DataStreamReader strm;
NetworkEvent.Type cmd;
// Process all events on the connection. If the connection is invalid it will return Empty immediately
while (connection.Length > 0 && (cmd = connection[0].PopEvent(driver, out strm)) != NetworkEvent.Type.Empty)
{
if (cmd == NetworkEvent.Type.Connect)
{
// Create a 4 byte data stream which we can store our ping sequence number in
if (driver.BeginSend(connection[0], out var pingData) == 0)
{
pingData.WriteInt(123);
driver.EndSend(pingData);
}
}
else if (cmd == NetworkEvent.Type.Data)
{
//// When the pong message is received we calculate the ping time and disconnect
//pingStats[1] = (int)((fixedTime - pendingPings[0].time) * 1000);
//connection[0].Disconnect(driver);
//connection[0] = default(NetworkConnection);
if (driver.BeginSend(connection[0], out var pingData) == 0)
{
pingData.WriteInt(1234);
driver.EndSend(pingData);
}
}
else if (cmd == NetworkEvent.Type.Disconnect)
{
// If the server disconnected us we clear out connection
connection[0] = default(NetworkConnection);
}
}
}
}
private void Update()
{
// When connecting to the relay we need to this?
if (m_networkDriver.IsCreated && !m_isRelayConnected)
{
m_networkDriver.ScheduleUpdate().Complete();
var pingJob = new PingJob
{
driver = m_networkDriver,
connection = m_connections.AsArray(),
fixedTime = Time.fixedTime
};
pingJob.Schedule().Complete();
}
}
void FixedUpdate()
{
if (m_networkDriver.IsCreated && m_isRelayConnected)
{
// Wait for the previous frames ping to complete before starting a new one, the Complete in LateUpdate is not
// enough since we can get multiple FixedUpdate per frame on slow clients
m_activeUpdateJobHandle.Complete();
var pingJob = new PingJob
{
driver = m_networkDriver,
connection = m_connections,
fixedTime = Time.fixedTime
};
// Schedule a chain with the driver update followed by the ping job
m_activeUpdateJobHandle = m_networkDriver.ScheduleUpdate();
m_activeUpdateJobHandle = pingJob.Schedule(m_activeUpdateJobHandle);
}
}
}
}