Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Join us on Thursday, June 8, for a Q&A with Unity's Content Pipeline group here on the forum, and on the Unity Discord, and discuss topics around Content Build, Import Workflows, Asset Database, and Addressables!
    Dismiss Notice

Question Is Relay supposed to not work if no connection is created?

Discussion in 'Multiplayer' started by CodeMonkeyYT, Nov 13, 2022.

  1. CodeMonkeyYT

    CodeMonkeyYT

    Joined:
    Dec 22, 2014
    Posts:
    121
    Hey everyone,
    Is Relay supposed to not work with no connection?
    If I just allocate the Relay and get the JoinCode
    Code (CSharp):
    1.             Allocation allocation = await RelayService.Instance.CreateAllocationAsync(3);
    2.             string joinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
    Then on the client if I try to join with the JoinCode
    Code (CSharp):
    1.             JoinAllocation joinAllocation = await RelayService.Instance.JoinAllocationAsync(joinCode);
    I get this error
    Code (CSharp):
    1. Unity.Services.Relay.RelayServiceException: Not Found: join code not found ---> Unity.Services.Relay.Http.HttpException`1[Unity.Services.Relay.Models.ErrorResponseBody]: (404) HTTP/1.1 404 Not Found
    Whereas if I do the exact same thing, but then also call StartHost(); and StartClient();
    Code (CSharp):
    1.             Allocation allocation = await RelayService.Instance.CreateAllocationAsync(3);
    2.  
    3.             string joinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
    4.  
    5.             RelayServerData relayServerData = new RelayServerData(allocation, "dtls");
    6.             NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(relayServerData);
    7.            
    8.             NetworkManager.Singleton.StartHost();
    Code (CSharp):
    1.             JoinAllocation joinAllocation = await RelayService.Instance.JoinAllocationAsync(joinCode);
    2.  
    3.             RelayServerData relayServerData = new RelayServerData(joinAllocation, "dtls");
    4.             NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(relayServerData);
    5.  
    6.             NetworkManager.Singleton.StartClient();
    With this it works

    So is that error intentional? Is Relay not supposed to be able to find the JoinCode if no connection is made with UTP or NGO?
     
  2. Cranom

    Cranom

    Joined:
    Jan 31, 2018
    Posts:
    26
    Not sure but my guess is it works as intended and not an error, Relay is just that, relaying to something, so if no server is started it can't relay to anything ?
    Still, interested in the correct answer from someone else !
     
  3. simon-lemay-unity

    simon-lemay-unity

    Unity Technologies

    Joined:
    Jul 19, 2021
    Posts:
    278
    I'm guessing what you're observing is the allocation timing out.

    Allocations have a liveness of around 10 seconds. If nothing happens on an allocation for 10 seconds, it is removed automatically. NGO will keep allocations alive on its own, but only if a host/client is started. So in that sense what you're observing is the intended behavior.