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Question NetworkManager not keeping connection alive.

Discussion in 'Relay' started by soh_zeta, Oct 19, 2022.

  1. soh_zeta

    soh_zeta

    Joined:
    Aug 12, 2020
    Posts:
    1
    Hi! I'm currently implementing Relay connection on my project. Everything works fine until I try to connect a client to the relay, which gives me the erro "Relay code no found". I followed the Using Relay with NGO documentation and I'm using Relay Unity Transport as the Protocol. I've read a few threads about this problem but none of them worked.
    Here's the Allocation code:
    Code (CSharp):
    1. Allocation allocation = await Relay.Instance.CreateAllocationAsync(2);
    2.  
    3.         RelayData data = new RelayData
    4.         {
    5.             IPv4Address = allocation.ServerEndpoints.Find(item => item.ConnectionType == ("dtls")).Host,
    6.             Port = (ushort)allocation.ServerEndpoints.Find(item => item.ConnectionType == ("dtls")).Port,
    7.             AllocationID = allocation.AllocationId,
    8.             AllocationIDBytes = allocation.AllocationIdBytes,
    9.             ConnectionData = allocation.ConnectionData,
    10.             Key = allocation.Key
    11.         };
    12.  
    13.         string joinCode = await RelayBaseServices.GetJoinCode(data.AllocationID);
    14.  
    15. NetworkManager.Singleton.GetComponent<UnityTransport>().SetHostRelayData(
    16.                 data.IPv4Address,
    17.                 data.Port,
    18.                 data.AllocationIDBytes,
    19.                 data.Key,
    20.                 data.ConnectionData
    21.                 );
    22.  
    23.             NetworkManager.Singleton.StartHost();
    And here's the code to JoinAllocation:
    Code (CSharp):
    1. JoinAllocation allocation = await Relay.Instance.JoinAllocationAsync(_currentlobby.Data["RelayJoinCode"].Value);
    2.  
    3.             RelayData data = new RelayData
    4.             {
    5.                 IPv4Address = allocation.ServerEndpoints.Find(item => item.ConnectionType == ("dtls")).Host,
    6.                 Port = (ushort)allocation.ServerEndpoints.Find(item => item.ConnectionType == ("dtls")).Port,
    7.                 AllocationID = allocation.AllocationId,
    8.                 AllocationIDBytes = allocation.AllocationIdBytes,
    9.                 ConnectionData = allocation.ConnectionData,
    10.                 Key = allocation.Key,
    11.                 HostConnectionData = allocation.HostConnectionData
    12.             };
    13.  
    14. NetworkManager.Singleton.GetComponent<UnityTransport>().SetClientRelayData(
    15.                 data.IPv4Address,
    16.                 data.Port,
    17.                 data.AllocationIDBytes,
    18.                 data.Key,
    19.                 data.ConnectionData,
    20.                 data.HostConnectionData
    21.                 );
    22.  
    23.             NetworkManager.Singleton.StartClient();
    As you can see, I'm not calling JoinAllocation for the Host, as in this Thread (https://forum.unity.com/threads/relay-code-not-found.1197817/). And I immediatly call StartHost() and StartClient(), which should be enough to keep the connection alive, but it does not and 10 seconds later i get "relay code not found" if I try to connect (If I connect within 10 seconds the connection works fine). this Thread (https://forum.unity.com/threads/how-to-keep-relay-connection-alive-using-ngo.1205806/) suggests a test using Interactive Relay Sample, I did the test and this error shows up even in the sample:

    upload_2022-10-19_14-24-46.png

    I would REALLY appreciate some help. Thank you!
     
  2. soemyatmyat

    soemyatmyat

    Joined:
    Sep 20, 2022
    Posts:
    7
    I encountered the same issue before. For my case, I didn't change anything in terms of code but just restarting the unity works.
     
  3. travis-TAP-3D

    travis-TAP-3D

    Joined:
    Sep 12, 2022
    Posts:
    22
    I'm running into this too now -- did you ever figure out the issue? Restarting Unity didn't solve it for me either.
     
  4. Mj-Kkaya

    Mj-Kkaya

    Joined:
    Oct 10, 2017
    Posts:
    179
    Hi @ZetsubouGum1,

    Can you share Relay and Netcode version?
    Maybe you could use "RelayServerData" data instead of "RelayData".
    And use "NetworkManager.Singleton.GetComponent<UnityTransport>().SetRelayServerData(RelayServerData);"

    Have you ever read this documentation page?
     
  5. unity-ptrottier

    unity-ptrottier

    Unity Technologies

    Joined:
    Nov 2, 2021
    Posts:
    15
    Hey @ZetsubouGum1,

    StartHost
    and
    StartClient
    should indeed be enough to maintain the connection open. Some ideas:
    1. Which version of Netcode for Game Objects (NGO) are you using? If possible, try updating to the latest one.
    2. On the Unity Transport, there is a
      Heartbeat Timeout MS
      configuration. What is its value currently? Make sure it isn't zero