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Resolved Relay integrations not working?

Discussion in 'Lobby' started by daniel_lochner, May 12, 2022.

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  1. daniel_lochner

    daniel_lochner

    Joined:
    Jun 9, 2016
    Posts:
    171
    Hi there,

    I've had an in-depth look at both the Boss-Room and Game-Lobby-Sample example projects, however, I still can't figure out why relay integrations won't work for me?

    Is there any other setup required, other than what is specified in the documentation, for relay integrations to work?

    Here are my Join and Create methods:
    Code (CSharp):
    1. public async void Join(string lobbyId, string password = "")
    2. {
    3.     ...
    4.     try
    5.     {
    6.         // Authenticate
    7.         await Authenticate();
    8.  
    9.         // Join Lobby
    10.         ...
    11.         LobbyPlayer player = new LobbyPlayer(AuthenticationService.Instance.PlayerId);
    12.         JoinLobbyByIdOptions options = new JoinLobbyByIdOptions()
    13.         {
    14.             Player = player
    15.         };
    16.         Lobby lobby =  = await LobbyHelper.Instance.JoinLobbyByIdAsync(lobbyId, options);
    17.         ...
    18.  
    19.         // Join Relay
    20.         string joinCode = lobby.Data["joinCode"].Value;
    21.         JoinAllocation join = await Relay.Instance.JoinAllocationAsync(joinCode);
    22.         await Lobbies.Instance.UpdatePlayerAsync(lobby.Id, player.Id, new UpdatePlayerOptions()
    23.         {
    24.             AllocationId = join.AllocationId.ToString(),
    25.             ConnectionInfo = joinCode
    26.         });
    27.         relayTransport.SetClientRelayData(join.RelayServer.IpV4, (ushort)join.RelayServer.Port, join.AllocationIdBytes, join.Key, join.ConnectionData, join.HostConnectionData, true);
    28.         ...
    29.  
    30.         // Start Client
    31.         ...
    32.         NetworkManager.Singleton.StartClient();
    33.     }
    34.     catch (Exception e)
    35.     {
    36.         ...
    37.     }
    38. }
    Code (CSharp):
    1. public async void Create()
    2. {
    3.     ...
    4.     try
    5.     {
    6.         // Authenticate
    7.         await Authenticate();
    8.  
    9.         ...
    10.  
    11.         // Allocate Relay
    12.         ...
    13.         Allocation allocation = await Relay.Instance.CreateAllocationAsync(maxPlayers);
    14.         relayTransport.SetHostRelayData(allocation.RelayServer.IpV4, (ushort)allocation.RelayServer.Port, allocation.AllocationIdBytes, allocation.Key, allocation.ConnectionData, true);
    15.         ...
    16.  
    17.         // Generate Join Code
    18.         ...
    19.         string joinCode = await Relay.Instance.GetJoinCodeAsync(allocation.AllocationId);
    20.  
    21.         // Create Lobby
    22.         ...
    23.         CreateLobbyOptions options = new CreateLobbyOptions()
    24.         {
    25.             IsPrivate = isPrivate,
    26.             Data = new Dictionary<string, DataObject>()
    27.             {
    28.                 { "joinCode", new DataObject(DataObject.VisibilityOptions.Public, joinCode) },
    29.                 ...
    30.             },
    31.             Player = new LobbyPlayer(AuthenticationService.Instance.PlayerId, joinCode, null, allocation.AllocationId.ToString())
    32.         };
    33.         Lobby lobby = await LobbyHelper.Instance.CreateLobbyAsync(worldNameInputField.text, maxPlayers, options);
    34.  
    35.         // Start Host
    36.         ...
    37.         NetworkManager.Singleton.StartHost();
    38.     }
    39.     catch (Exception e)
    40.     {
    41.         ...
    42.     }
    43. }
    Thank you in advance!
     
    Last edited: May 17, 2022
  2. FrancoisFortin-Unity

    FrancoisFortin-Unity

    Unity Technologies

    Joined:
    Mar 31, 2021
    Posts:
    5
    Hi Daniel!

    When you say it doesn't work -- what type of error/feedback are you getting? (if any)

    Thanks,
    f.
     
  3. daniel_lochner

    daniel_lochner

    Joined:
    Jun 9, 2016
    Posts:
    171
    Hi Francois! There are no error messages -- the player simply stays as a "ghost" in the lobby after having disconnected from the game. The expected behaviour would be that they should be automatically removed from the lobby after having disconnected from the relay server (which is stated as the purpose of lobby-relay integrations in the documentation).

    I am using Unity 2020.3.22f1 (LTS), Netcode 1.0.0-pre.7, Relay 1.0.1-pre.6 and Lobby 1.0.0-pre.6.
     
  4. daniel_lochner

    daniel_lochner

    Joined:
    Jun 9, 2016
    Posts:
    171
    Should also mention that I’m using ParrelSync for testing, but actual builds also have the issue.
     
  5. veleek_unity

    veleek_unity

    Ben Randall Unity Technologies

    Joined:
    Aug 25, 2021
    Posts:
    59
    FYI: This has since been fixed, but we forgot to come back and notify the thread. Let us know if you're still running into problems with this.
     
  6. Recon03

    Recon03

    Joined:
    Aug 5, 2013
    Posts:
    845

    what has been fixed? what was the issue?
     
  7. veleek_unity

    veleek_unity

    Ben Randall Unity Technologies

    Joined:
    Aug 25, 2021
    Posts:
    59
    Sorry Recon, didn't see this post:

    The problem was that when you disconnected from a Relay, we were dropping some disconnect notifications so the player never auto-left the Lobby they were in.
     
    Recon03 likes this.
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