using System;
using System.Collections.Generic;
using Unity.Netcode;
using Unity.Services.Authentication;
using Unity.Services.Core;
using Unity.Services.Multiplayer;
using UnityEngine;
///
/// Online hosting/joining over Unity Gaming Services so players can connect across the internet
/// without port forwarding. Uses the unified Multiplayer Services "Sessions" API, which bundles
/// Relay (NAT-free messaging via Unity's relay servers) + Lobby (the public server list) + anonymous
/// Authentication behind single calls, and configures + starts the NGO transport itself - so we do
/// NOT call /StartClient here; CreateSessionAsync starts
/// the host and JoinSession* starts the client.
///
/// Terminology: the UGS "session" is the entry in the public server list (network layer). It is a
/// different thing from the in-game "Lobby" scene (the pre-match staging area that
/// loads after the connection is up). This component does not touch the match flow at all - the usual
/// NetworkManager callbacks fire exactly as they do for loopback hosting, so MatchManager, spawning and
/// authority are unaffected.
///
/// This is the logic layer only: state + async host/refresh/join/disconnect calls, surfaced through the
/// / events. The uGUI server browser that drives it lives
/// on its own canvas (); this component carries no UI of its own.
/// Requires the project to be linked to a UGS cloud project (Project Settings > Services) with Relay,
/// Lobby and Authentication (Anonymous) enabled; otherwise sign-in fails with a clear status message.
/// Attach to the same GameObject as the NetworkManager.
///
[RequireComponent(typeof(NetworkManager))]
[DisallowMultipleComponent]
public class OnlineSessionManager : MonoBehaviour
{
[Tooltip("Maximum players per hosted session (host included).")]
public int maxPlayers = 8;
private NetworkManager _net;
private ISession _session; // active session (host or client); null when not in one
private List _sessions = new List();
private string _hostName = "";
private string _status = "Idle";
private bool _busy;
private bool _leaving; // suppress the defensive leave while an explicit leave is in flight
/// Raised when status, busy state, or the connection state changes, so a bound UI can re-render.
/// Async continuations resume on the main thread, so handlers run there.
public event Action Changed;
/// Raised after the browsable session list is replaced (a refresh completed).
public event Action SessionsChanged;
public string Status => _status;
public bool IsBusy => _busy;
public bool IsConnected => _net && _net.IsListening;
public IReadOnlyList Sessions => _sessions;
private void Awake()
{
_net = GetComponent();
_hostName = $"{SystemInfo.deviceName} game";
}
private void OnEnable()
{
if (!_net) return;
_net.OnServerStarted += OnNetworkStarted;
_net.OnClientStarted += OnNetworkStarted;
_net.OnServerStopped += OnNetworkStopped;
_net.OnClientStopped += OnNetworkStopped;
}
private void OnDisable()
{
if (!_net) return;
_net.OnServerStarted -= OnNetworkStarted;
_net.OnClientStarted -= OnNetworkStarted;
_net.OnServerStopped -= OnNetworkStopped;
_net.OnClientStopped -= OnNetworkStopped;
}
private void OnNetworkStarted() => Changed?.Invoke();
// The match-end / disconnect / Shutdown paths stop the NetworkManager without telling UGS. Leave the
// session here too so the Relay allocation and the public lobby entry are released.
private void OnNetworkStopped(bool _)
{
var stale = _session;
_session = null;
if (stale != null && !_leaving) LeaveSilently(stale);
Changed?.Invoke();
}
private async void LeaveSilently(ISession session)
{
try { await session.LeaveAsync(); }
catch (Exception e) { Debug.LogWarning($"[OnlineSession] leave-on-stop failed: {e.Message}"); }
}
// ----- Public API (driven by OnlineSessionBrowserUI) -------------------------------------------------
public void Host() => HostAsync();
public void Refresh() => RefreshAsync();
public void Join(string sessionId) => JoinAsync(sessionId);
public void Disconnect() => DisconnectAsync();
// ----- Implementation --------------------------------------------------------------------------------
private void SetStatus(string status)
{
_status = status;
Changed?.Invoke();
}
private void SetBusy(bool busy)
{
_busy = busy;
Changed?.Invoke();
}
private async System.Threading.Tasks.Task EnsureSignedInAsync()
{
if (UnityServices.State != ServicesInitializationState.Initialized)
{
// Anonymous tokens are cached per machine under company/product, NOT per project path - so
// junction-mirror clones (shared ProjectSettings) would otherwise resolve to one UGS player id
// and collide on join (409 LobbyConflict). Namespacing the auth cache by a hash of this install's
// path gives each clone a stable, distinct identity. Harmless in production - separate machines
// already have separate caches; this only matters for same-machine clone testing.
var options = new InitializationOptions();
options.SetProfile(ProfileForThisInstall());
await UnityServices.InitializeAsync(options);
}
if (!AuthenticationService.Instance.IsSignedIn)
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
// Deterministic, regex-safe (^[a-zA-Z0-9_-]{1,30}$) profile derived from the install path, so the same
// clone is always the same UGS player across restarts - no random per-launch identity, no orphaned ghost
// players/lobbies piling up. SHA1 over dataPath -> "mirror_" + 12 hex chars = 19 chars (fits the limit).
private static string ProfileForThisInstall()
{
using (var sha1 = System.Security.Cryptography.SHA1.Create())
{
var bytes = sha1.ComputeHash(System.Text.Encoding.UTF8.GetBytes(Application.dataPath));
var name = new System.Text.StringBuilder("mirror_", 19);
for (int i = 0; i < 6; i++) name.Append(bytes[i].ToString("x2"));
return name.ToString();
}
}
// Shared busy/sign-in/error skeleton around one session operation; the body carries the
// op-specific statuses and state.
private async System.Threading.Tasks.Task RunSessionOpAsync(string failLabel, Func body)
{
SetBusy(true);
try
{
SetStatus("Signing in…");
await EnsureSignedInAsync();
await body();
}
catch (Exception e)
{
SetStatus($"{failLabel} failed: {e.Message}");
Debug.LogException(e);
}
finally { SetBusy(false); }
}
private async void HostAsync()
{
if (_busy || IsConnected) return;
await RunSessionOpAsync("Host", async () =>
{
SetStatus("Creating session…");
var options = new SessionOptions
{
Name = string.IsNullOrWhiteSpace(_hostName) ? "Chameleon game" : _hostName.Trim(),
MaxPlayers = Mathf.Max(2, maxPlayers)
}.WithRelayNetwork();
_session = await MultiplayerService.Instance.CreateSessionAsync(options);
SetStatus($"Hosting \"{_session.Name}\" (code {_session.Code})");
});
}
private async void RefreshAsync()
{
if (_busy) return;
await RunSessionOpAsync("Refresh", async () =>
{
SetStatus("Querying sessions…");
var results = await MultiplayerService.Instance.QuerySessionsAsync(new QuerySessionsOptions());
_sessions = new List(results.Sessions);
SessionsChanged?.Invoke();
SetStatus($"{_sessions.Count} session(s) found");
});
}
private async void JoinAsync(string sessionId)
{
if (_busy || IsConnected || string.IsNullOrEmpty(sessionId)) return;
await RunSessionOpAsync("Join", async () =>
{
SetStatus("Joining session…");
_session = await MultiplayerService.Instance.JoinSessionByIdAsync(sessionId);
SetStatus($"Joined \"{_session.Name}\"");
});
}
private async void DisconnectAsync()
{
if (_busy) return;
// A UGS session leaves cleanly (LeaveAsync also tears down the NGO connection). A plain loopback
// host/client - if one is ever active without a session - just shuts the transport down.
if (_session != null)
{
SetBusy(true);
_leaving = true;
var session = _session;
_session = null;
try
{
SetStatus("Leaving…");
await session.LeaveAsync();
SetStatus("Left session");
}
catch (Exception e)
{
SetStatus($"Leave failed: {e.Message}");
Debug.LogException(e);
}
finally { _leaving = false; SetBusy(false); }
}
else if (IsConnected)
{
_net.Shutdown();
SetStatus("Disconnected");
}
}
}