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com.community.netcode.transport.multipeer-connectivity

Multipeer Connectivity Transport for Netcode for GameObjects

Overview

This package implemented the transport layer of Netcode for GameObjects with Apple Multipeer Connectivity, which can enable peer-to-peer communication between nearby devices. By using Multipeer Connectivity, nearby devices can connect to each other when there is no WiFi or cellular network. Multipeer Connectivity is the technology behind AirDrop, which means it can transfer large file between devices very fast. Please reference Apple's official document for detailed information: https://developer.apple.com/documentation/multipeerconnectivity.

We created a sample project demonstrating how to properly setup the network connection.

Some Good to Know Concepts Before Using The Transport

Host-Client Architecture vs Peer-To-Peer Architecture

Before using this transport, it is important to know that Netcode for GameObjects uses a host-client network architecture while Multipeer Connectivity uses a peer-to-peer architecture.

In a host-client network, one device hosts the network and other devices join the network as clients. The host can directly communicate with all connected clients but a client can only directly communicate with the host. For two connected client, the messages they send to each other must be relayed by the host.

In a peer-to-peer network, there is no host device and any two devices are connected directly as peers. Therefore, any two peers can directly send messages to each other.

In this transport, we wrapped Multipeer Connectivity in a host-client manner to fit the architecture of Netcode for GameObjects.

Advertising and Browsing

Before nearby devices can establish network connection, Multipeer Connectivity requires a discovery phase where nearby devices first find each other. This makes Multipeer Connectivity transport different from other Netcode transports.

In Multipeer Connectivity, an advertiser is a device which advertises itself and a browser is a device which browses nearby advertising peers. Therefore, in discovery phase, the host device should be an advertiser and all other devices should be browsers. In the following sections, we will use host and advertiser, client and browser interchangeably.

When a host starts the network, it starts to advertise itself so that nearby browsers can find it. When a browser finds a nearby host (an advertiser), it sends a connection request to the host. If the host approves the connection request, the sender of the connection request will be connected to the network as a client. When a client successfully connects to the network, it should stop browsing.

Transport Configurations

Before start as either host or client, you can set the properties of the transport to adjust its behaviour to meet your needs. Under the default configuration, nearby host and clients will automatically connected.

image

Property SessionId is a string to make your Multipeer Connectivity session unique. Only browsers with the same SessionId as the advertiser can connect to the network. When there are multiple applications using Multipeer Connectivity in the surrounding area, this property ensures devices only connected to other devices running the same application.

Property Nickname is the name of your device shown in the discovery phase.

Host Configurations

When property AutoAdvertise is set to true, the device will automatically advertise right after starting as host. Otherwise, you will need to start advertising manually.

// We make the transport a singleton so you can easily reference it
MultipeerConnectivityTransport.Instance.StartAdvertising();

When you do not want new clients to join the network, you can stop advertising so that nearby browers can no longer find you anymore.

MultipeerConnectivityTransport.Instance.StopAdvertising();

When property AutoApproveConnectionRequest is set to true, it will automatically approve any incoming connection request when it receives one. Otherwise, you will need to manually approve all connection requests which you want to approve.

private void Start()
{
    // Event invoked when the advertiser receives a new connection request
    MultipeerConnectivityTransport.Instance.OnAdvertiserReceivedConnectionRequest += OnAdvertiserReceivedConnectionRequest;
}

private void OnAdvertiserReceivedConnectionRequest(int connectionRequestKey, string senderName) 
{
    if (decide whether we want to approve this connection request) 
    {
        // We approve the connection request with the given key
        MultipeerConnectivityTransport.Instance.ApproveConnectionRequest(connectionRequestKey);
    }
}

Client Configurations

When property AutoBrowse is set to true, the device will automatically browse nearby hosts right after starting as client. Otherwise, you will need to start browsing manually.

MultipeerConnectivityTransport.Instance.StartBrowsing();

// You can also stop browsing manually
MultipeerConnectivityTransport.Instance.StopBrowsing();

When property AutoSendConnectionRequest is set to true, the browser will automatically send connection request to the first nearby host it finds. Otherwise, you will need to manually send connection request to the nearby host with which you want to connect.

private void Start()
{
    // Event invoked when the browser finds a nearby host device
    MultipeerConnectivityTransport.Instance.OnBrowserFoundPeer += OnBrowserFoundPeer;
}

private void OnBrowserFoundPeer(int nearbyHostKey, string nearbyHostName)
{
    if (device whether we want to send connection request to this host)
    {
        MultipeerConnectivityTransport.Instance.SendConnectionRequest(nearbyHostKey);
    }
}

iOS Permissions

When you build the project onto your iOS devices for the first time, both host and client devices will trigger the Local Network Permission. You must allow this permission to let your devices connect. Furthermore, the browser device will trigger another Wireless Data Permission. You need to also allow this permission as well.

Debug Your Project in Unity Editor

Please notice that Multipeer Connectivity Transport can only run on an iOS device. It cannot run on your Mac. Therefore, when you want to debug your project in Unity Editor, we recommand you temporarily switch to use Unity Transport.