Automate LAN Matchmaking

Hi all,

Right now I have a client/server setup where one person chooses server and then the other chooses client.

Instead, I just want BOLT to handle this step in the background and automatically connect two (or more) people on the same local network.

I can think of some hacky ways of doing this, but I was wondering if there's built-in functionality to accomplish this.

Thank you!

Comments

  • Here's a modified version of the Photon Cloud example for LAN autoconnect. http://www.hatebin.com/hdabhpykqd

    You can make it look for LAN and have the choice to join a non LAN session if no LAN available.
  • AidanAidan
    I'm failing to see the "autoconnect" functionality, in fact this is the same script I used to set up what I have right now. I'm trying to get away from having to pick being the server or being the client.

    The way I can do this now is check if the session list is empty and become the server, but it' sloppy and error-prone.
  • A client will always need to check for available sessions in this scenario.
  • AidanAidan
    Here's a hacky solution for anyone needing automated matchmaking (good for LAN multiplayer that just needs to kick off and work)

    `IEnumerator AutoConnectManager() {

    BoltLauncher.StartClient();

    yield return new WaitUntil(() => BoltNetwork.isRunning && BoltNetwork.isClient);

    int SecondsUntilTryServer = 5;

    while (BoltNetwork.SessionList.Count == 0 && SecondsUntilTryServer > 0) {
    SecondsUntilTryServer--;
    yield return new WaitForSeconds(1f);
    }

    if (BoltNetwork.SessionList.Count == 0) {

    Debug.Log("client start failed, becoming server.");

    BoltLauncher.Shutdown();

    BoltLauncher.StartServer();

    yield return new WaitUntil(() => BoltNetwork.isRunning && BoltNetwork.isServer);

    BoltNetwork.SetHostInfo("WitnessSession", new RoomProtocolToken {
    ArbitraryData = "(MyCustomData)",
    });

    BoltNetwork.LoadScene("YourGameSceneName");

    } else if (BoltNetwork.SessionList.Count > 0) {

    foreach (var session in BoltNetwork.SessionList) {
    Debug.Log("Automatically selecting first available session");

    var token = session.Value.GetProtocolToken() as RoomProtocolToken;
    ServerConnectToken connectToken = new ServerConnectToken {
    data = "ConnectTokenData"
    };

    BoltNetwork.Connect(session.Value, connectToken);
    break;
    }
    }
    }`

    Going to working on a version that quickly switches between becoming server and client to reduce wait times and possible fall throughs.
  • AidanAidan
    edited May 8
    Here's a hacky solution to automatically connect two people (good for LAN multiplayer where you just need it to kick off and start)

    IEnumerator AutoConnectManager() {

    BoltLauncher.StartClient();

    yield return new WaitUntil(() => BoltNetwork.isRunning && BoltNetwork.isClient);

    int SecondsUntilTryServer = 5;

    while (BoltNetwork.SessionList.Count == 0 && SecondsUntilTryServer > 0) {
    SecondsUntilTryServer--;
    yield return new WaitForSeconds(1f);
    }

    if (BoltNetwork.SessionList.Count == 0) {

    BoltLauncher.Shutdown();

    BoltLauncher.StartServer();

    yield return new WaitUntil(() => BoltNetwork.isRunning && BoltNetwork.isServer);

    BoltNetwork.SetHostInfo("SessionName", new RoomProtocolToken {
    ArbitraryData = "(MyCustomData)",
    });

    BoltNetwork.LoadScene("YourGameSceneName");

    } else {

    foreach (var session in BoltNetwork.SessionList) {

    var token = session.Value.GetProtocolToken() as RoomProtocolToken;
    ServerConnectToken connectToken = new ServerConnectToken {
    data = "ConnectTokenData"
    };

    BoltNetwork.Connect(session.Value, connectToken);
    break;
    }
    }
    }

    Going to try a version that quickly switches between being the server and client to reduce wait times and fall throughs.
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