@@ -66,11 +66,11 @@ protected void SetConnectionPayload(string playerId, string playerName)
6666 m_ConnectionManager . NetworkManager . NetworkConfig . ConnectionData = payloadBytes ;
6767 }
6868
69- /// Using authentication, this makes sure your session is associated with your account and not your device. This means you could reconnect
70- /// from a different device for example. A playerId is also a bit more permanent than player prefs. In a browser for example,
69+ /// Using authentication, this makes sure your session is associated with your account and not your device. This means you could reconnect
70+ /// from a different device for example. A playerId is also a bit more permanent than player prefs. In a browser for example,
7171 /// player prefs can be cleared as easily as cookies.
72- /// The forked flow here is for debug purposes and to make UGS optional in Boss Room. This way you can study the sample without
73- /// setting up a UGS account. It's recommended to investigate your own initialization and IsSigned flows to see if you need
72+ /// The forked flow here is for debug purposes and to make UGS optional in Boss Room. This way you can study the sample without
73+ /// setting up a UGS account. It's recommended to investigate your own initialization and IsSigned flows to see if you need
7474 /// those checks on your own and react accordingly. We offer here the option for offline access for debug purposes, but in your own game you
7575 /// might want to show an error popup and ask your player to connect to the internet.
7676 protected string GetPlayerId ( )
@@ -156,7 +156,7 @@ public override async Task SetupClientConnectionAsync()
156156 $ "host: { joinedAllocation . HostConnectionData [ 0 ] } { joinedAllocation . HostConnectionData [ 1 ] } , " +
157157 $ "client: { joinedAllocation . AllocationId } ") ;
158158
159- await m_LobbyServiceFacade . UpdatePlayerRelayInfoAsync ( joinedAllocation . AllocationId . ToString ( ) , m_LocalLobby . RelayJoinCode ) ;
159+ await m_LobbyServiceFacade . UpdatePlayerDataAsync ( joinedAllocation . AllocationId . ToString ( ) , m_LocalLobby . RelayJoinCode ) ;
160160
161161 // Configure UTP with allocation
162162 var utp = ( UnityTransport ) m_ConnectionManager . NetworkManager . NetworkConfig . NetworkTransport ;
@@ -197,13 +197,15 @@ public override async Task SetupHostConnectionAsync()
197197
198198 m_LocalLobby . RelayJoinCode = joinCode ;
199199
200- //next line enable lobby and relay services integration
201- await m_LobbyServiceFacade . UpdateLobbyDataAsync ( m_LocalLobby . GetDataForUnityServices ( ) ) ;
202- await m_LobbyServiceFacade . UpdatePlayerRelayInfoAsync ( hostAllocation . AllocationIdBytes . ToString ( ) , joinCode ) ;
200+ // next line enables lobby and relay services integration
201+ await m_LobbyServiceFacade . UpdateLobbyDataAndUnlockAsync ( ) ;
202+ await m_LobbyServiceFacade . UpdatePlayerDataAsync ( hostAllocation . AllocationIdBytes . ToString ( ) , joinCode ) ;
203203
204204 // Setup UTP with relay connection info
205205 var utp = ( UnityTransport ) m_ConnectionManager . NetworkManager . NetworkConfig . NetworkTransport ;
206206 utp . SetRelayServerData ( new RelayServerData ( hostAllocation , k_DtlsConnType ) ) ; // This is with DTLS enabled for a secure connection
207+
208+ Debug . Log ( $ "Created relay allocation with join code { m_LocalLobby . RelayJoinCode } ") ;
207209 }
208210 }
209211}
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