Relay message protocol
Understand how the Relay message protocol transmits data between clients and servers in the Relay service.
読み終わるまでの所要時間 10 分最終更新 22日前
If you’re using the Relay SDK with NGO for your project, the Relay message protocol is already supported. However, if you want to use an alternative engine or networking solution, you’ll need to implement the Relay message protocol before using it. Use the Relay message protocol specifications to implement the Relay message protocol.
The Relay message protocol expects you to express field values in big-endian order, also known as the “network order,” where the most significant byte occurs first.
Messages aren't authenticated except for the message, which uses an HMAC signature.
BINDPlayers can only connect and relay messages with other players from the same Unity project and environment. Relay rejects any attempts to communicate across Unity environments.
All messages have a standard header and a message-specific body. Check out Standard header and Message bodies.
Message types
Code | Name | Description |
|---|---|---|
| | A |
| | A |
| | A |
| | A |
| Reserved. | Not available |
| Reserved. | Not available |
| | An |
| Reserved. | Not available |
| Reserved. | Not available |
| | A |
| | A |
| | A |
| | An |
Accept mode types
The accept mode defines how a Relay server handles requests from clients trying to connect.
Relay only supports the accept mode. A connection mode of means the Relay server automatically accepts the connection if its capacity allows it (the number of connections must not exceed the maximum number of allowed connections).
AUTOAUTOCode | Name | Description |
|---|---|---|
| | |
| Not available | Reserved. |
Standard header
All message types share a standard header that has a signature, the Relay message protocol version, and the message contained in the body of the packet.
Bytes | Purpose |
|---|---|
| 1 .. 2 | |
| 3 | |
| 4 | |
The following table describes each field found in the standard header.
Field | Type | Description |
|---|---|---|
| []byte | The |
| uint8 | The |
| uint8 | The |
Message bodies
BIND message
BINDThe response received from the Allocations service has the information necessary for the client to authenticate its messages. The response from the Allocations service to the message shows the binding status.
BINDBINDClients can send identical messages as long as the client’s IP address and port haven't changed. For example, if a client sends a message on a following connection after changing its IP address or port, the value must be greater than the previously supplied value.
BINDBINDNonceBytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 0) |
| 5 | |
| 6 .. 7 | |
| 8 | |
| 9 .. N | |
| N+1 .. 33 | |
The following table describes each field found in a message.
BINDField | Type | Description |
|---|---|---|
| uint8 | |
| uint16 | |
| uint8 | |
| []byte | |
| [32]byte | |
Security
You must sign the HMAC with the secret key returned from the Allocations service. If the HMAC is invalid, the Relay server silently rejects the .
BIND messageThe Relay server also validates the nonce value to mitigate message replay attacks by bad actors. If the Relay server determines that a nonce is invalid, it silently rejects it. If it’s the first time the client is binding to a Relay server with a , the nonce value can be .
BIND message0BIND_RECEIVED message
Relay servers send messages to requesting clients to confirm they have successfully bound to the Relay server through a . After receiving the confirmation, the requesting client can initiate communication with a target client using a .
BIND_RECEIVEDBIND messageCONNECT_REQUEST messageBytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 1) |
PING message
PINGPINGEach message has the client’s allocation ID and an arbitrary number that identifies the message.
PINGWhen a Relay server receives a message from a client, it sends the packet back to the client without altering it. This allows you to use messages to check connectivity and measure round trip time.
PINGPINGThe Relay server doesn't send back an error message if the allocation ID has expired.
Bytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 2) |
| 5 .. 20 | |
| 21 .. 22 | |
The following table describes each field found in a message.
PINGField | Type | Description |
|---|---|---|
| [16]byte | |
| uint16 | |
CONNECT_REQUEST message
CONNECT_REQUESTToConnectionDataBytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 3) |
| 5 .. 20 | |
| 21 | |
| 22 .. | |
Bytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 3) |
| 5 .. 20 | |
| 21 | |
| 22 .. | |
The following table describes each field found in a message.
CONNECT_REQUESTField | Type | Description |
|---|---|---|
| [16]byte | |
| uint8 | |
| []byte | |
ACCEPTED message
A Relay server sends an message to a requesting client after a successful connection to a target client.
ACCEPTEDBytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 6) |
| 5 .. 20 | |
| 21 .. 36 | |
Bytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 6) |
| 5 .. 20 | |
| 21 .. 36 | |
The following table describes each field found in an message.
ACCEPTEDField | Type | Description |
|---|---|---|
| [16]byte | |
| [16]byte | |
DISCONNECT message
The message is the inverse of the handshake and allows a client to disconnect from another client. A client can disconnect from any other client it has connected with by sending a message to the Relay server.
DISCONNECTCONNECT_REQUESTDISCONNECTWhen the Relay server receives the message, it removes the specified allocation ID from the requesting client’s list of connected players. The Relay server also forwards the request to the host client so the client can update its map of connected players to remove the requesting client's Allocation ID.
DISCONNECTThe Relay server then sends the 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 instead.
DISCONNECTERROR messageOnce a client has disconnected, the Relay server rejects all messages sent to that client’s allocation ID. A disconnected client can re-establish a connection with a .
RELAYCONNECT_REQUEST messageBytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 9) |
| 5 .. 20 | |
| 21 .. 36 | |
The following table describes each field found in a message.
DISCONNECTField | Type | Description |
|---|---|---|
| [16]byte | |
| [16]byte | |
RELAY message
RELAYBefore sending a message between clients, the Relay server ensures the client sending the packet has previously been authenticated as the through a . If the client hasn't previously bound, the Relay server returns an message.
RELAYFromAllocationIDBIND messageErrClientPlayerMismatchERRORThe Relay server also ensures the two clients have an established connection through a earlier exchange. The Relay server returns an if the clients aren't connected.
CONNECT_REQUESTErrNotConnectedERROR messageIf all validations pass, the Relay server sends the entire message to the as-is. The Relay server doesn't send any confirmation message to the .
ToAllocationIDFromAllocationIDBytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 10) |
| 5 .. 20 | |
| 21 .. 36 | |
| 37 .. 38 | |
| 39 .. | |
The following table describes each field found in a message.
RELAYField | Type | Description |
|---|---|---|
| [16]byte | |
| [16]byte | |
| uint16 | |
| []byte | |
CLOSE message
CLOSECLOSEClients should send messages multiple times to increase the chance of successful delivery. Because messages are idempotent, there’s no risk of the Relay server sending an message if the client has already been disconnected.
CLOSECLOSEERRORThe message is a best effort to gracefully terminate an allocation, and there is no guarantee it will succeed. Because Relay servers can deallocate clients with a timeout, Relay servers don't rely on a message to remove a client allocation.
CLOSECLOSEThe client sending the message must be bound to the Relay server through a earlier request. If the client isn't bound to the Relay server (or the client’s IP address has changed), the Relay server will silently reject the message. Use messages to prevent unintended allocation timeouts.
CLOSEBINDPINGBytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 11) |
| 5 .. 20 | |
The following table describes each field found in a message.
CLOSEField | Type | Description |
|---|---|---|
| [16]byte | |
ERROR message
Relay servers use messages strictly to inform the client that an error has occurred.
ERRORBytes | Purpose |
|---|---|
| 1 .. 4 | Header (Type 12) |
| 5 .. 20 | |
| 21 | |
The following table describes each field found in an message.
ERRORField | Type | Description |
|---|---|---|
| [16]byte | |
| uint8 | |
Error codes
The following table describes each of the possible error messages a Relay server can send to a client.
Code | Name | Description |
|---|---|---|
| Invalid protocol version ( | |
| Player timed out due to inactivity ( | |
| Unauthorized ( | |
| Allocation ID client mismatch ( | |
| Allocation ID not found ( | |
| Not connected ( | |
| Self-connect not allowed ( | |