M1: add NGO + Multiplayer Services packages and prototype scripts (compiling)
Netcode for GameObjects 2.13.0 + Unity Multiplayer Services 2.2.4 (unified Relay/Lobby SDK; supersedes deprecated standalone relay/lobby). Four M1 scripts, verified against live editor reflection and compiling clean: - Net/NetworkBootstrap.cs Relay host/join-by-code harness (IMGUI) - Net/PlayerDriver.cs replicated host-auth capsule (input->ServerRpc->host) - Bot/TreadPart.cs v0.1 tread feel: snap-to-cruise/lock-pivot/lean - Bot/SeatManager.cs left/right tread seat claim + leaver-safety Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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257
Assets/Scripts/Net/NetworkBootstrap.cs
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257
Assets/Scripts/Net/NetworkBootstrap.cs
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// JANKENBOTS — M1 step-1 connectivity harness.
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//
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// This is THROWAWAY prototype code. Its only job is to get two friends into the
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// same networked session with zero port-forwarding: one clicks Host (which spins
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// up a Unity Relay allocation and prints a short join code), the other types that
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// code and clicks Join. Everything is host-authoritative from here on out; this
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// file just establishes the pipe.
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//
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// Attach this component to the SAME GameObject that carries NetworkManager +
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// UnityTransport (see the M1 scene-wiring notes). The IMGUI panel at the bottom is
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// deliberately ugly — it exists so we can smoke-test connectivity before any real
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// UI exists.
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using System;
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using System.Threading.Tasks;
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using UnityEngine;
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using Unity.Netcode;
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using Unity.Netcode.Transports.UTP;
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using Unity.Services.Core;
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using Unity.Services.Authentication;
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using Unity.Services.Relay; // RelayService, RelayServiceException
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using Unity.Services.Relay.Models; // Allocation, JoinAllocation, AllocationUtils <-- REQUIRED for AllocationUtils
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public class NetworkBootstrap : MonoBehaviour
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{
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[Header("Relay")]
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// maxConnections = number of CLIENTS excluding the host. Keep this small for M1
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// smoke-testing; bump toward 24 for the ~25-player target later.
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[SerializeField] private int maxConnections = 4;
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// "dtls" = encrypted UDP, the right choice for desktop friends. ("udp" is
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// unencrypted; "wss" is WebGL-only and would also need utp.UseWebSockets = true.)
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[SerializeField] private string connectionType = "dtls";
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// Cached transport pulled off the same GameObject at startup.
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private UnityTransport _utp;
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// The join code the host hands out. Empty until we've successfully hosted.
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private string _hostJoinCode = "";
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// What the joining player types in. Bound to the OnGUI text field.
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private string _joinCodeInput = "";
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// Simple UI/log line so the harness gives feedback without opening the console.
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private string _status = "Idle — Host or Join to begin.";
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// Guard so double-clicking Host/Join doesn't fire two overlapping async flows.
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private bool _busy;
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// -----------------------------------------------------------------------------
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// Startup: bring Unity Services online and sign in anonymously ONCE. Relay and
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// Auth both refuse to work until this completes, so we do it eagerly on Start
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// rather than lazily inside Host/Join (which also re-guard, so it's safe either way).
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// -----------------------------------------------------------------------------
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private async void Start()
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{
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_utp = NetworkManager.Singleton != null
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? NetworkManager.Singleton.GetComponent<UnityTransport>()
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: GetComponent<UnityTransport>();
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if (_utp == null)
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Debug.LogError("[NetworkBootstrap] No UnityTransport found on the NetworkManager GameObject.");
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await EnsureServicesReady();
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}
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// Idempotent: safe to call before every Host/Join. Guarded by the Services state
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// machine and the sign-in flag so we never double-initialize or double-sign-in.
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private async Task EnsureServicesReady()
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{
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try
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{
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if (UnityServices.State != ServicesInitializationState.Initialized)
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await UnityServices.InitializeAsync();
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if (!AuthenticationService.Instance.IsSignedIn)
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await AuthenticationService.Instance.SignInAnonymouslyAsync();
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}
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catch (Exception e)
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{
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// A linked Unity Cloud project ID (Project Settings ▸ Services) is required
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// or InitializeAsync throws here.
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Debug.LogError($"[NetworkBootstrap] Services init/sign-in failed: {e}");
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_status = "Services init failed — see console.";
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throw; // let the caller abort its Host/Join flow.
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}
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}
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// -----------------------------------------------------------------------------
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// HOST: create a Relay allocation, feed it into UnityTransport, fetch the human-
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// friendly join code, then StartHost(). Returns the join code (or null on failure).
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// -----------------------------------------------------------------------------
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public async Task<string> HostGame()
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{
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if (_busy) return null;
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_busy = true;
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_status = "Hosting…";
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try
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{
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await EnsureServicesReady();
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// Reserve a slot on Relay. This is where the actual relay server is picked.
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Allocation allocation = await RelayService.Instance.CreateAllocationAsync(maxConnections);
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// Hand the allocation to the transport. NOTE: with the unified
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// com.unity.services.multiplayer SDK, AllocationUtils.ToRelayServerData is the
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// ONLY valid conversion — the old `new RelayServerData(allocation, "dtls")`
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// ctor does not exist here.
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_utp.SetRelayServerData(AllocationUtils.ToRelayServerData(allocation, connectionType));
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// The short code friends will type to join.
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_hostJoinCode = await RelayService.Instance.GetJoinCodeAsync(allocation.AllocationId);
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// SetRelayServerData must happen BEFORE StartHost. StartHost() returns bool.
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if (!NetworkManager.Singleton.StartHost())
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{
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Debug.LogError("[NetworkBootstrap] StartHost() returned false.");
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_status = "StartHost failed — see console.";
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return null;
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}
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_status = $"Hosting. Join code: {_hostJoinCode}";
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Debug.Log($"[NetworkBootstrap] Hosting with join code {_hostJoinCode}");
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return _hostJoinCode;
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}
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catch (RelayServiceException e)
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{
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Debug.LogError($"[NetworkBootstrap] Relay error while hosting: {e}");
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_status = "Relay error while hosting — see console.";
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return null;
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}
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catch (Exception e)
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{
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Debug.LogError($"[NetworkBootstrap] Unexpected error while hosting: {e}");
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_status = "Host failed — see console.";
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return null;
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}
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finally
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{
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_busy = false;
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}
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}
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// -----------------------------------------------------------------------------
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// JOIN: resolve the join code into a JoinAllocation, configure transport, StartClient().
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// -----------------------------------------------------------------------------
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public async Task<bool> JoinGame(string joinCode)
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{
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if (_busy) return false;
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if (string.IsNullOrWhiteSpace(joinCode))
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{
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Debug.LogError("[NetworkBootstrap] JoinGame called with an empty code.");
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_status = "Enter a join code first.";
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return false;
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}
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_busy = true;
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_status = "Joining…";
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try
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{
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await EnsureServicesReady();
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// Relay codes are case-insensitive but we trim stray whitespace/newlines.
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JoinAllocation allocation =
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await RelayService.Instance.JoinAllocationAsync(joinCode.Trim());
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_utp.SetRelayServerData(AllocationUtils.ToRelayServerData(allocation, connectionType));
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if (!NetworkManager.Singleton.StartClient())
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{
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Debug.LogError("[NetworkBootstrap] StartClient() returned false.");
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_status = "StartClient failed — see console.";
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return false;
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}
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_status = "Joined. Waiting for host…";
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Debug.Log("[NetworkBootstrap] Client started, connecting to host via Relay.");
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return true;
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}
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catch (RelayServiceException e)
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{
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Debug.LogError($"[NetworkBootstrap] Relay error while joining: {e}");
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_status = "Bad code / Relay error — see console.";
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return false;
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}
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catch (Exception e)
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{
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Debug.LogError($"[NetworkBootstrap] Unexpected error while joining: {e}");
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_status = "Join failed — see console.";
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return false;
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}
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finally
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{
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_busy = false;
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}
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}
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// -----------------------------------------------------------------------------
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// Dead-simple IMGUI harness. Once we're connected the buttons hide themselves and
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// we just show status + (for the host) a selectable join code you can copy out.
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// async void event handlers are fine for a throwaway prototype.
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// -----------------------------------------------------------------------------
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private void OnGUI()
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{
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const float pad = 10f;
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GUILayout.BeginArea(new Rect(pad, pad, 320f, 260f), GUI.skin.box);
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GUILayout.Label("JANKENBOTS — M1 connectivity");
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GUILayout.Label(_status);
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GUILayout.Space(6f);
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bool live = NetworkManager.Singleton != null &&
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(NetworkManager.Singleton.IsHost ||
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NetworkManager.Singleton.IsServer ||
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NetworkManager.Singleton.IsClient);
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if (!live)
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{
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GUI.enabled = !_busy;
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// HOST -------------------------------------------------------------
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if (GUILayout.Button("Host", GUILayout.Height(30f)))
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_ = HostGame(); // fire-and-forget; HostGame owns its own error logging.
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GUILayout.Space(8f);
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// JOIN -------------------------------------------------------------
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GUILayout.Label("Join code:");
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_joinCodeInput = GUILayout.TextField(_joinCodeInput, GUILayout.Height(24f));
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if (GUILayout.Button("Join", GUILayout.Height(30f)))
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_ = JoinGame(_joinCodeInput);
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GUI.enabled = true;
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}
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else
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{
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// Connected. If we're the host, surface the code as a selectable text field
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// so the tester can highlight + copy it to paste into chat.
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if (NetworkManager.Singleton.IsHost && !string.IsNullOrEmpty(_hostJoinCode))
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{
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GUILayout.Label("Share this join code:");
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// A read-only-ish selectable field: users can select/copy, edits are ignored.
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GUILayout.TextField(_hostJoinCode, GUILayout.Height(28f));
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}
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GUILayout.Space(8f);
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if (GUILayout.Button("Disconnect", GUILayout.Height(28f)))
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{
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NetworkManager.Singleton.Shutdown();
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_hostJoinCode = "";
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_status = "Disconnected.";
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}
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}
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GUILayout.EndArea();
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}
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}
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