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Resolved How to keep Relay connection alive using NGO?

Discussion in 'Relay' started by vtooooo, Dec 1, 2021.

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  1. vtooooo

    vtooooo

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    Jun 25, 2013
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    Hi, I'm trying to keep the connection to the Relay server alive using Netcode for GameObjects (NGO). Documentation mentions ( https://docs.unity.com/relay/client-timeouts.htm ) that clients can ping the relay server to prevent time-out.

    Can someone give me a practical example of how to do this?

    The documentation also mentions how to do this using Relay with UTP ( https://docs.unity.com/relay/relay-and-utp.htm ) but I am not familiar with this library. I am working with NGO.

    Thank you so much.
     
  2. Unity_3D_Alex

    Unity_3D_Alex

    Unity Technologies

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    Nov 11, 2020
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    Hi there,

    This page should help explain setting up Relay with NGO: https://docs.unity.com/relay/relay-and-ngo.htm

    Specifically, you would need to authenticate the player, allocate the Relay server and get the join code, and set the Relay server data. You would then need to set the UTP protocol type as Relay Unity Transport (the details for each step can be found on the page).

    You would then call NetworkManager.Singleton.StartHost(), which should take care of binding, listening and keeping the Relay connection alive.

    I hope this helps!
     
  3. vtooooo

    vtooooo

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    Hi Kristy,

    I think I'm doing exactly what you've told me to do.

    Indeed I just did the same test with Boss Room. Something similar happens to me although the error message is different.

    To reproduce the issue I have followed these steps:

    1) Run a sample of Boss Room (from now HOST) and press START.
    2) Select Unity Relay and press CONFIRM.
    3) Wait for 10 seconds or more.
    4) Run another sample of Boss Room (from now CLIENT) and press JOIN.
    5) Select Unity Relay.
    6) Enter the Join Code given by the HOST UI and press JOIN.

    Doing this I'm getting the "Not Found: join code not found" error message. This happens running the CLIENT on the Editor or in a Standalone Build (Windows10).

    If I follow the same steps but the elapsed time between step 2 and step 4 is less than 10 seconds the issue is gone.

    Is this happening only to me? I'm running Unity 2020.3.21f1

    Thanks!

    Fail 2.PNG
     
  4. vtooooo

    vtooooo

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    Update: Now is working well. Both Boss Room and my test project. I didn't change anything but it's working.

    Thanks Kristy!
     
  5. Unity_3D_Alex

    Unity_3D_Alex

    Unity Technologies

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    Hi again,

    I just ran into the same issue but it also cleared up for me after a few retries (I believe this clears out any cached data).

    Glad it's working! :)
     
  6. SirKnightDragoon

    SirKnightDragoon

    Joined:
    Mar 22, 2016
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    Hello @UnityKristy, I have the same issue of keeping the host relay alive... :(

    I'm trying to implement the Relay service, I connect the Host and everything works, but when I try to join with a client I get an error when I call await Relay.Instance.JoinAllocationAsync(joinCode);"

    After 10 sec, the relay joincode is not found. But my host continue working. I relied on the doc here: https://docs.unity.com/relay/relay-and-ngo.html

    I also just noticed that sometime AuthenticationService.Instance.SignInAnonymouslyAsync() returns me the same player ID for multiple unity builds?

    Unity 2020.3.30

     
    Last edited: Mar 1, 2022
  7. Unity_Brandon

    Unity_Brandon

    Unity Technologies

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    Hey @SirKnightDragoon,

    It sounds like from what you're describing that you are running into an issue you've seen before with a host / client trying to connect to the same machine. There is a thread here where @UnityKip talks about it in detail and provides a workaround.
     
  8. SirKnightDragoon

    SirKnightDragoon

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    Hey @BrandonUnity3D,

    Thanks for the help, I just tested and unfortunately I still have my problem.

    "Not Found: join code not found"

    If the client connects before 10 sec, it works, but after 10 sec no more clients can connect to the host. Yet from what I read, If the Host is launched, everything should remain active, right?

    "NetworkManager.Singleton.StartHost()"

    I have the impression that even if I connect to the Relay and launch the Host, the Relay session does not remain active :/
     
  9. Unity_Brandon

    Unity_Brandon

    Unity Technologies

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    Sorry to hear that. Luckily there is some troubleshooting that can be done to figure out where exactly the issue is stemming from. First, to make testing a little easier, you may want to check out the 3rd party ParrelelSync package. Note that although this isn't officially supported, many users find it extremely useful when working with Relay.

    Try installing the Relay sample "Simple Relay Sample" via the package manager under the Relay package. If you get a 403 error while trying to click any of the buttons from top to bottom, most likely your project isn't linked properly or Relay isn't enabled through the developer portal. It should be noted that this sample does not actually connect to an instance, but rather just tests commands to the API up to creation.

    If that is working fine, try installing the Interactive Relay Sample (using UTP). This allows you to create builds in which you can create a host and client instance and test connections between them. This rules out any sort of firewall or configuration issue).

    If both of those work, then the root cause is most likely that the network manager is not being properly started. Once connected, the Network Manager / NGO will keep your connection alive for you, so from what you are describing it sounds like that is the issue. If you verify that it is being properly started or you are still having issues, I recommend submitting a support ticket and including your project ID and allocation ID (somewhat sensitive, please do not post here). That way I can take a look at what is happening on the backend to confirm if the host manager is connecting.
     
    SirKnightDragoon likes this.
  10. UnityKip

    UnityKip

    Unity Technologies

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    Hi @SirKnightDragoon,

    I wanted to add-on to the recommendations from @BrandonUnity3D to quickly note that I ran into a similar issue as you in my own testing. In my case, I was calling Relay.Instance.JoinAllocationAsync(joinCode) on the Host after running NetworkManager.Singleton.StartHost(). I believe this might be the same setup that is happening in your project.

    The issue is that NetworkManager.Singleton.StartHost() implicitly joins the Relay as a Client for the Host. You can review the NGO code handling this here.

    For me, the fix was to remove the superfluous JoinAllocationAsync() call on my Host. After that, I was able to properly host a relay and did not see any more timeouts.

    Good luck with your development and please open a ticket if the issue persists!
    -Kip
     
  11. MrEastwood

    MrEastwood

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    Out of curiosity, the documentation says you can ping the relay server but doesn't say how. If the networkmanager isn't hosting yet, how would I manually ping the relay server to prevent a timeout?
     
    sschmid_unity likes this.
  12. Unity_Brandon

    Unity_Brandon

    Unity Technologies

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    I would recommend only creating an allocation once you're ready for the host to connect to it. You can think of the Network Manager as a utility that makes working with UTP easier, and UTP as a library to make it so you don't have to work with low-level networking utilities. Once an allocation is created and listening for network traffic, it just needs some type of activity in order to stay in an unexpired state. If you are using the network manager, once it is connected, it will automatically take care of this for you. If instead, you are using UTP directly, you can use the process described under Relay and UTP / Keep the Relay connection alive. I suppose it would be theoretically possible to directly send network traffic to the allocation, however, I would advise against this. Creating and connecting to the allocation is usually very fast, so regardless of if you are using the Network Manager w/ UTP or UTP by itself, those two functions should be done about the same time.
     
  13. sschmid_unity

    sschmid_unity

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    I got the same Issues while trying to host a game through relay -> lobbies

    as soon as I allocate the server, there are about 10 seconds left before the joincode is not found anymore.

    this is how I start the lobby.
    Code (CSharp):
    1.  
    2.  
    3.                 var game = await HostGame(10);
    4.                 currentLobby = await CreateLobby(game.JoinCode, lobbyName);
    5.                 NetworkManager.Singleton.GetComponent<UnityTransport>().SetHostRelayData(game.IPv4Address, game.Port, game.AllocationID.ToByteArray(), game.Key, game.ConnectionData, true);
    6.                 NetworkManager.Singleton.OnClientConnectedCallback += Singleton_OnClientConnectedCallback;
    7.                 NetworkManager.Singleton.StartHost();
    and this is how I (try to) connect clients to it.
    Code (CSharp):
    1.  
    2.             var lobby = await Lobbies.Instance.JoinLobbyByIdAsync(_LobbyInfo.id);
    3.             var game = await RelayHelper.JoinGame(_LobbyInfo.joinCode);
    4.             NetworkManager.Singleton.GetComponent<UnityTransport>().SetClientRelayData(game.IPv4Address, game.Port, game.AllocationIDBytes, game.Key, game.ConnectionData, game.HostConnectionData, true);
    5.             NetworkManager.Singleton.StartClient();
    note : JoinGame and HostGame are from official unity documentation
    After 10 seconds the lobby is gone.
    Also I get a connection failed after about 1min but I think this is 1 huge Problem.

    Also it seems like the client doesnt run into the OnClientConnectedCallback (the host does) when trying to join a lobby and im somehow confused on why that is.

    also can u tell us how to Ping the Relay-Server? There is nothing about it in the documentation but it is mentioned ...

    can some1 help pls^^
     
  14. UnityKip

    UnityKip

    Unity Technologies

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    Hi @sschmid_unity

    I can see a few issues in your example, however, without seeing all of the code or the project we may need additional information to solve any issues you're running into. I'll try to get through all of it below.

    The first step to resolving this is to check the CreateLobby call:
    Code (CSharp):
    1. currentLobby = await CreateLobby(game.JoinCode, lobbyName);
    You'll want to confirm that this call correctly creates a Lobby and assigns the Join Code to the Host's Player.ConnectionInfo (Player Update Example).

    Next, your client join code suggests that your Host may also be attempting to connect to the Relay created by HostGame(). If this is accurate, then your Relay will lose its Host when you call:
    Code (CSharp):
    1. NetworkManager.Singleton.StartClient();
    I describe this issue in the post above, but basically, StartHost() implies StartClient(). The host of a Relay allocation should NOT call both. The resulting 10s expiration would then be expected behavior per Relay's heartbeat requirement.

    This error is probably from Netcode for Game Objects when a client has not received a network packet from a host. This should be resolved once the Relay and Lobby implementations are correctly in place. However, please feel free to post the full error here if it happens again following our troubleshooting.

    This is expected behavior. Only the host should receive this callback. This callback is meant to indicate to the host that a client has joined, not for a client to know that it has established connectivity. You can use NetworkManager.IsConnectedClient() to verify if a client has an active connection.

    Netcode for Game Objects will handle the pings to the Relay server. However, you can see an example of how to keep a Relay server alive here. Handling the ping at the transport level is here.

    If you need further assistance, please consider opening a support ticket through the Unity Dashboard under Help & Support -> File a Ticket -> Multiplayer -> Relay.

    Regards,
    -Kip
     
  15. SirKnightDragoon

    SirKnightDragoon

    Joined:
    Mar 22, 2016
    Posts:
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    Hi,

    Sorry for the delay, I was on another game that I needed to finish before returning to this project.

    Without changing anything to my project, I updated the latest version of all my packages and magically everything works perfectly. The Relay, the Lobby and NGO :)

    Thanks for your help haha :)

    upload_2022-4-12_10-53-50.png
     
    Unity_Brandon likes this.
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