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Question HttpException: HTTP/1.1 429 Too Many Requests

Discussion in 'Netcode for GameObjects' started by anderillar1996, Mar 30, 2022.

  1. anderillar1996

    anderillar1996

    Joined:
    Mar 17, 2022
    Posts:
    1
    I try to set up a relay for my project according to this tutorial:


    this is the relay manager code:
    Code (CSharp):
    1. using Core.Singletons;
    2. using System.Threading.Tasks;
    3. using Unity.Netcode;
    4. using Unity.Services.Authentication;
    5. using Unity.Services.Core;
    6. using Unity.Services.Core.Environments;
    7. using Unity.Services.Relay;
    8. using Unity.Services.Relay.Models;
    9. using UnityEngine;
    10.  
    11. public class RelayManager : Singleton<RelayManager>
    12. {
    13.     [SerializeField]
    14.     private string environment = "production";
    15.  
    16.     [SerializeField]
    17.     private int maxNumberOfConnections = 10;
    18.  
    19.     public bool IsRelayEnabled => Transport != null && Transport.Protocol == UnityTransport.ProtocolType.RelayUnityTransport;
    20.  
    21.     public UnityTransport Transport => NetworkManager.Singleton.gameObject.GetComponent<UnityTransport>();
    22.  
    23.     public string joinCodeText;
    24.  
    25.     public async Task<RelayHostData> SetupRelay()
    26.     {
    27.         Logger.Instance.LogInfo($"Relay Server Starting With Max Connections: {maxNumberOfConnections}");
    28.  
    29.         InitializationOptions options = new InitializationOptions()
    30.             .SetEnvironmentName(environment);
    31.  
    32.         await UnityServices.InitializeAsync(options);
    33.  
    34.         if (!AuthenticationService.Instance.IsSignedIn)
    35.         {
    36.             await AuthenticationService.Instance.SignInAnonymouslyAsync();
    37.         }
    38.  
    39.         Allocation allocation = await Relay.Instance.CreateAllocationAsync(maxNumberOfConnections);
    40.  
    41.         RelayHostData relayHostData = new RelayHostData
    42.         {
    43.             Key = allocation.Key,
    44.             Port = (ushort)allocation.RelayServer.Port,
    45.             AllocationID = allocation.AllocationId,
    46.             AllocationIDBytes = allocation.AllocationIdBytes,
    47.             IPv4Address = allocation.RelayServer.IpV4,
    48.             ConnectionData = allocation.ConnectionData
    49.         };
    50.  
    51.         relayHostData.JoinCode = await Relay.Instance.GetJoinCodeAsync(relayHostData.AllocationID);
    52.  
    53.         Transport.SetRelayServerData(relayHostData.IPv4Address, relayHostData.Port, relayHostData.AllocationIDBytes,
    54.                 relayHostData.Key, relayHostData.ConnectionData);
    55.  
    56.         Logger.Instance.LogInfo($"Relay Server Generated Join Code: {relayHostData.JoinCode}");
    57.         joinCodeText = await Unity.Services.Relay.Relay.Instance.GetJoinCodeAsync(allocation.AllocationId);
    58.  
    59.         return relayHostData;
    60.     }
    61.  
    62.     public async Task<RelayJoinData> JoinRelay(string joinCode)
    63.     {
    64.         Logger.Instance.LogInfo($"Client Joining Game With Join Code: {joinCode}");
    65.  
    66.         InitializationOptions options = new InitializationOptions()
    67.             .SetEnvironmentName(environment);
    68.  
    69.         await UnityServices.InitializeAsync(options);
    70.  
    71.         if (!AuthenticationService.Instance.IsSignedIn)
    72.         {
    73.             await AuthenticationService.Instance.SignInAnonymouslyAsync();
    74.         }
    75.  
    76.         JoinAllocation allocation = await Relay.Instance.JoinAllocationAsync(joinCode);
    77.  
    78.         RelayJoinData relayJoinData = new RelayJoinData
    79.         {
    80.             Key = allocation.Key,
    81.             Port = (ushort)allocation.RelayServer.Port,
    82.             AllocationID = allocation.AllocationId,
    83.             AllocationIDBytes = allocation.AllocationIdBytes,
    84.             ConnectionData = allocation.ConnectionData,
    85.             HostConnectionData = allocation.HostConnectionData,
    86.             IPv4Address = allocation.RelayServer.IpV4,
    87.             JoinCode = joinCode
    88.         };
    89.  
    90.         Transport.SetRelayServerData(relayJoinData.IPv4Address, relayJoinData.Port, relayJoinData.AllocationIDBytes,
    91.             relayJoinData.Key, relayJoinData.ConnectionData, relayJoinData.HostConnectionData);
    92.  
    93.         Logger.Instance.LogInfo($"Client Joined Game With Join Code: {joinCode}");
    94.  
    95.         return relayJoinData;
    96.     }
    97.  
    98.  
    99. }
    100.  
    but when I try to join relay in the game scene, I receive
    HttpException: HTTP/1.1 429 Too Many Requests

    this is the code I used to join relay:
    Code (CSharp):
    1. async void Start() {
    2.    await StartHost();
    3. }
    Code (CSharp):
    1. async Task StartHost()
    2.     {
    3.         if (RelayManager.Instance.IsRelayEnabled && PlayerConnection.isHost)
    4.         {
    5.             System.Threading.Thread.Sleep(5000);
    6.             await RelayManager.Instance.SetupRelay();
    7.             joinCode = RelayManager.Instance.joinCodeText;
    8.             print(joinCode);
    9.         }
    10.         NetworkManager.Singleton.StartHost();
    11.  
    12.         if (!string.IsNullOrEmpty(joinCode))
    13.         {
    14.             ws.Send(joinCode);
    15.         }
    16.     }
    Why did it throw this error? How to solve it?