How Are Codes Used To Relay Messages
Relay message protocol
If you're using the Unity engine for your project, the Relay bulletin protocol is already supported. However, if you want to utilise an alternative engine, you lot'll need to implement the Relay bulletin protocol before using it. Utilize the Relay message protocol specifications to implement the Relay message protocol manually.
The Relay message protocol expects yous to express messages in big-endian order, also known as the "network order," where the most significant byte occurs get-go. The Relay message protocol uses this ordering to avoid the overhead of reversing the order on encode or decode.
Letters are not authenticated with the exception of the Bind message
, which uses an HMAC An HMAC, or hash-based message authentication code, is a blazon of message authentication code that uses a cryptographic hash function and keys to authenticate messages. signature.
Players can only connect and relay messages with other players from the same Unity projection and surround. Any attempts to communicate across Unity environments will exist rejected.
All letters have a standard header and a message-specific message trunk. Encounter Standard header and Message bodies.
Message types
Code | Name | Description |
0 | | A Demark bulletin indicates a bind request sent from a client to a Relay server. |
1 | BIND_RECEIVED message | A BIND_RECEIVED bulletin indicates a successful response from the Relay server to a client subsequently receiving a Demark request . |
2 | PING bulletin | A PING message indicates a ping bulletin sent between a client and a Relay server (both directions) to continue the connection alive. |
iii | CONNECT_REQUEST bulletin | A CONNECT_REQUEST bulletin indicates a asking from a player (the requesting client) to connect to some other player (the target client). |
iv | Reserved. | |
five | Reserved. | |
half dozen | Accustomed message | An Accustomed message indicates a confirmation message sent from a Relay server to a requesting customer later a successful connection to a target client. |
seven | Reserved. | |
8 | Reserved. | |
ix | DISCONNECT bulletin | A DISCONNECT message indicates a request to disconnect two connected players. |
ten | RELAY message | A RELAY message indicates a request to ship a message between 2 players (clients). |
11 | CLOSE message | A Close message indicates a request from a client to unbind from a Relay server. |
12 | ERROR message | An ERROR message indicates an error that has occurred. |
Accept manner types
The have fashion defines how a Relay server should handle requests from clients trying to connect.
Relay only supports the AUTO
have mode. A connection mode of AUTO
means the Relay server automatically accepts that connection if the capacity allows (the number of connections must be less than the maximum number of immune connections An integer that indicates the maximum number of peer connections a client allows to communicate with them. This parameter must be less than or equal to 100.).
In later releases, the have way will let for more command over the way in which players establish communication with each other.
Code | Proper name | Clarification |
0 | AcceptModeAuto | AcceptModeAuto indicates that connections to clients will be automatically accustomed by the Relay server. |
1 | Reserved. |
Standard header
All message types share a standard header that contains a signature, the Relay bulletin protocol version, and the blazon of message contained in the torso of the package.
Bytes | i .. 2 | iii | 4 |
Purpose | Signature | Version | Type |
The post-obit table describes each field found in the standard header.
Field | Type | Description |
Signature | []byte | The Signature is always 0xDA72 . |
Version | uint8 | The Version is the Relay message protocol version. The value should be 0 for the initial release. |
Type | uint8 | The Type is an integer representing the message type contained in the body. Meet Message types. |
Bulletin bodies
BIND message
Demark
messages are sent from a client to a Relay server to create a mapping from a client's IP accost and port for a specific allotment. This bulletin is authenticated to verify the identity of the client.
The response received from the Allocations service contains the information necessary for the client to cosign its BIND
messages. The response from the Allocations service to the Demark
bulletin shows the binding status.
Clients can transport identical Demark
messages as long as the customer's IP accost and port have not inverse. For case, if a customer sends a Bind
bulletin on a subsequent connexion after changing its IP address or port, the Nonce
value must exist greater than the previously supplied value.
Bytes | 1 .. 4 | 5 | 6 .. 7 | viii | 9 .. North | North+1 .. 33 |
Purpose | Header (Type 0) | AcceptMode | Nonce | ConnectionDataLength | ConnectionData | HMAC |
The following table describes each field found in a BIND
message.
Field | Type | Description |
AcceptMode | uint8 | AcceptMode defines how a Relay server should handle requests from clients trying to connect to the owner of this allocation. Only the See Take mode types. |
Nonce | uint16 | Nonce is a single-use cryptographic nonce. Each subsequent Demark message must accept an incremented nonce value. |
ConnectionDataLength | uint8 | ConnectionDataLength describes the byte length of ConnectionData . The maximum allowed value is 255. |
ConnectionData | []byte | ConnectionData is the encrypted connectedness data of the connecting client A connecting histrion (or joining player) is a role player that wants to join a host player for a game session on a Relay server.. This field'south length is variable. The maximum length is 255 bytes. |
HMAC | [32]byte | HMAC is a hash-based message authentication code generated using a known key and the preceding bytes in the message, including the header. See Authentication. |
Security
Y'all should sign the HMAC with the secret central returned from the Allocations service. If the HMAC is invalid, the Relay server silently rejects the BIND message
.
The Relay server likewise validates the nonce A nonce, or cryptographic nonce, is an incrementing number that is used in cryptographic communication to ensure previous letters cannot be resent arbitrarily. Each subsequent bulletin should increment the nonce. This way, if a bad actor tries to use a previous message in a replay assault, the service can reject the bulletin. In the Relay service, you use nonces as part of the HMAC cosmos process. value to mitigate message replay attacks by bad actors. If the Relay server determines that a nonce is invalid, it silently rejects information technology. If it's the first time the client is bounden to a Relay server with a Demark message
, the nonce value tin be 0.
BIND_RECEIVED message
Relay servers send BIND_RECEIVED
messages to requesting clients to ostend they have successfully bound to the Relay server through a Demark request
. Later on receiving the confirmation, the requesting client A requesting client is the game client of a connecting role player—the requesting customer requests to join a target customer on a Relay server for a game session. tin initiate communication with a target client A host player is a actor that initiates a game session on a Relay server and generates a join code to share with other players. There is just one host role player per game lucifer. using a CONNECT_REQUEST message
.
Note: The Relay server sends a BIND_RECEIVED
bulletin to the client for each successfully candy BIND request
.
Bytes | 1 .. 4 |
Purpose | Header (Type one) |
PING message
PING
messages are uncomplicated messages that keep the binding between a client and a Relay server alive by resetting the x 2nd timeout. Relay servers automatically deallocates clients later on x seconds of inactivity. Any message received by the Relay server involving this client, either equally a sender or receiver, resets this timeout. For games with a lower message frequency, the PING
message allows clients to reset the disconnection timer. See Customer timeouts.
Note: Clients should send PING
letters every 2d or two in add-on to the other letters to ensure the connection doesn't timeout.
Each PING
message contains the customer's allotment ID and an arbitrary number that identifies the message.
When a Relay server receives a PING
message from a client, it sends the packet dorsum to the client without altering it. This allows you lot to use PING
messages to check connectivity and mensurate round trip fourth dimension.
Warning: Clients must bind with the Relay server through a Demark bulletin
prior to sending a PING
message. The following scenarios volition result in the Relay server returning a ErrClientPlayerMismatch
ERROR message
:
- The client sends a
PING
message before binding to the Relay server through aBind
message. - The client sends a
PING
message subsequently its IP address has changed and before rebinding to the Relay server with the new IP address.
Bytes | ane .. iv | 5 .. 20 | 21 .. 22 |
Purpose | Header (Type two) | AllocationID | Number |
The post-obit table describes each field constitute in a PING
bulletin.
Field | Type | Description |
AllocationID | [16]byte | AllocationID is a xvi-byte UUID identifying the allocated client sending the ping. |
Number | uint16 | Number is an arbitrary unsigned integer the Relay server echoes back to the client. |
CONNECT_REQUEST message
CONNECT_REQUEST
messages are sent from a requesting customer A requesting client is the game client of a connecting player—the requesting customer requests to bring together a target client on a Relay server for a game session. to a Relay server to found a connection to a target client A target client is the game client of a host actor—the target client is the target of a request from a requesting client to join a game session on a Relay server.. The histrion the client wants to connect to (or the target client) is represented by ToConnectionData
, which the Relay server decrypts to make up one's mind which thespian to connect with.
Warning: The target client and the requesting client must be on the same Unity projection and environment.
Note: Relay servers have no formal concept of histrion groups (often referred to every bit sessions). All players within a logical game session are bound to the same Relay server. By extension of this, Relay doesn't make any assumptions near the length of a histrion's bindings and connections in relation to the game session. Information technology's up to the game client to determine whether players unbind from the Relays server at the cease of a session or use the same binding for multiple sessions.
Bytes | 1 .. four | 5 .. xx | 21 | 22 .. |
Purpose | Header (Type three) | AllocationID | ToConnectionData Length | ToConnectionData |
The following table describes each field establish in a CONNECT_REQUEST
bulletin.
Field | Type | Description |
AllocationID | [16]byte | AllocationID is a 16-byte UUID that identifies the allocated client that is requesting the connexion. |
ToConnectionDataLength | uint8 | ToConnectionDataLength is the byte length of ConnectionData . The maximum immune value is 255. |
ToConnectionData | []byte | ToConnectionData is an encrypted data blob that describes the client to connect to. Meet connexion data. This field has a variable length. The maximum byte length is 255. |
Accustomed message
A Relay server sends an Accustomed
message to a requesting client after a successful connection to a target client.
Bytes | 1 .. four | v .. twenty | 21 .. 36 |
Purpose | Header (Type half dozen) | FromAllocationID | ToAllocationID |
The post-obit tabular array describes each field plant in an ACCEPTED
message.
Field | Blazon | Description |
FromAllocationID | [sixteen]byte | FromAllocationID is a 16-byte UUID that identifies the target customer. |
ToAllocationID | [16]byte | ToAllocationID is a 16-byte UUID that identifies the allocated client that requested the connection (the requesting client). |
DISCONNECT message
The DISCONNECT
bulletin is the inverse of the CONNECT_REQUEST
handshake and allows a client to disconnect from some other client. A client tin can disconnect from any other customer it has connected with by sending a DISCONNECT
bulletin to the Relay server.
When the Relay server receives the bulletin, it removes the specified allocation ID from the requesting client's list of connected players. The Relay server too frontward the DISCONNECT
request to the host client so the client tin update its map.
The Relay server and so sends the DISCONNECT
message back to the client as a confirmation. If either of the allocation IDs in the message body is invalid, the Relay server sends an ERROR message
instead.
Once a customer has disconnected, the Relay server rejects all
sent to that client'due south allocation ID. A client tin re-establish a connection with a RELAY
lettersCONNECT_REQUEST message
.
Note: The host and connecting clients can send a DISCONNECT
message. However, if a host client sends a DISCONNECT
message, the client must migrate the joining players to a new host or disconnect them. Relay does not handle host migration.
Bytes | 1 .. 4 | five .. 20 | 21 .. 36 |
Purpose | Header (Type ix) | FromAllocationID | ToAllocationID |
The post-obit table describes each field plant in a DISCONNECT
message.
Field | Type | Description |
FromAllocationID | [sixteen]byte | FromAllocationID is a 16-byte UUID that identifies the allocated client that requested to close the connection (the requesting customer). |
ToAllocationID | [16]byte | ToAllocationID is a xvi-byte UUID that identifies the allocated customer whose connectedness is being airtight (the target client). |
RELAY message
RELAY
letters allow clients to transport messages containing whatsoever arbitrary payload of bytes between each other without awareness of each other's IP addresses and ports.
Before sending a RELAY
message between clients, the Relay server ensures the client sending the parcel has previously been authenticated as the FromAllocationID
through a Bind message
. If the client has not previously leap, the Relay server returns an ErrClientPlayerMismatch
Fault message
.
The Relay server also ensures the two clients have an established connection through a previous CONNECT_REQUEST
exchange. The Relay server returns an ErrNotConnected
Mistake message
if the clients are non connected.
If all validations laissez passer, the Relay server sends the unabridged message to the ToAllocationID
as-is. The Relay server does not ship any confirmation message to the FromAllocationID
.
Bytes | one .. iv | 5 .. twenty | 21 .. 36 | 37 .. 38 | 39 .. |
Purpose | Header (Blazon x) | FromAllocationID | ToAllocationID | Length | Content |
Note: The maximum length of a RELAY
message is not guaranteed at the protocol level. It is defined past the configuration of the Relay server itself, which has a default maximum content length of 1400 bytes and results in a RELAY
maximum size of 1438 bytes.
The following table describes each field found in a RELAY
bulletin.
Field | Type | Clarification |
FromAllocationID | [16]byte | FromAllocationID is a sixteen-byte UUID that identifies the allocated client sending the message (the requesting customer). |
ToAllocationID | [sixteen]byte | ToAllocateID is a 16-byte UUID that identifies the allocated client receiving the message (the target client). |
Length | uint16 | Length specifies the length of the message content in bytes. The maximum value is 1400. |
Content | []byte | Content contains the content of the message. |
Close message
Close
messages are idempotent messages that allow a client to unbind and deallocate from a Relay server. Clients should send a Shut
message to the Relay server when leaving their game session or when closing the game client. Clients can simply close their own bindings to the Relay server; they cannot close another client'due south binding.
Clients should send CLOSE
messages multiple times to increase the hazard of successful delivery. Since Close
messages are idempotent, at that place'due south no risk of the Relay server sending an ERROR message
if the client has already been disconnected.
The Close
message is a all-time endeavor to gracefully terminate an allocation, and in that location is no guarantee it volition succeed. Because Relay servers can deallocate clients with a timeout, Relay servers do not rely on a CLOSE
message to remove a customer resource allotment.
The client sending the Shut
message must be bound to the Relay server through a previous BIND request
. If the client is not leap to the Relay server (or the client's IP address has changed), the Relay server will silently reject the bulletin. Use PING messages
to forbid unintended allocation timeouts.
Note: Unbound clients withal expire through timeout. Meet Client timeouts.
Bytes | ane .. 4 | 5 .. 20 |
Purpose | Header (Type 11) | AllocationID |
The following table describes each field found in a Close
message.
Field | Blazon | Description |
AllocationID | [16]byte | AllocationID is a 16-byte UUID that identifies the client's allocation. |
Mistake message
Relay servers utilise Error
messages strictly to inform the client that an mistake has occurred.
Bytes | 1 .. 4 | 5 .. 20 | 21 |
Purpose | Header (Blazon 12) | AllocationID | ErrorCode |
The following table describes each field constitute in an Mistake
message.
Field | Type | Description |
AllocationID | [16]byte | AllocationID is a 16-byte UUID that identifies the client's resource allotment. |
ErrorCode | uint8 | ErrorCode represents an error code. Come across Mistake codes. |
Error codes
The following tabular array describes each of the possible error messages a Relay server tin can send to a client.
Code | Proper noun | Description |
0 | Invalid protocol version (ErrInvalidProtocolVersion ) | ErrInvalidProtocolVersion is returned when a parsed message has an unexpected protocol version. |
ane | Thespian timed out due to inactivity (ErrTimeout ) | ErrTimeout is returned when a client'south bounden to a Relay server has timed out. See Client timeouts. Clients should use |
2 | Unauthorized (ErrUnauthorized ) | ErrUnauthorized is returned when a client attempts to perform an operation that it is not authorized to perform. |
3 | Allocation ID customer mismatch (ErrClientPlayerMismatch ) | ErrClientPlayerMismatch is returned when a client has sent a RELAY message to the server using an unknown network connection. It is intended to inform the customer that the IP accost they are using has changed from the 1 the Relay server is aware of. This mistake message indicates the client should re-demark with a new |
4 | Allocation ID not found (ErrAllocationNotFound ) | ErrAllocationNotFound is returned when the Relay server cannot find an allotment for the given allocation ID. |
5 | Not connected (ErrNotConnected ) | ErrNotConnected is returned when a customer attempts to communicate with a client to whom it'due south not continued. |
6 | Cocky-connect not immune (ErrSelfConnectNotAllowed ) | ErrSelfConnectNotAllowed is returned when a client sends a CONNECT_REQUEST message to a client with the aforementioned allocation ID. |
How Are Codes Used To Relay Messages,
Source: https://docs.unity.com/relay/relay-message-protocol.html
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