Noray
Singleton providing noray integration.
noray is a backend application that orchestrates connection between players. To do this, players send a connection request to noray, and in turn noray sends the players' external addresses to eachother. It is then up to the players to conduct a handshake process.
If the handshake fails, players can request a relay from noray. In these cases, noray will receive data from one player and forward it to the other, acting as a middle man.
Identifiers
noray identifies players with two different IDs: OpenID and PrivateID.
OpenID is public, and can be shared with other players. This ID is used to identify hosts when connecting to games.
PrivateID is only sent to the player it identifies and should never be shared. Acts similar to a password, and is used to authorize commands.
Relays and NAT Punchthrough
noray provides two methods of connecting players.
NAT Punchthrough relies on the NAT table. Players must continuously send data to eachother until either two-way communication is established, or a timeout is reached. For certain router setups, NAT punchthrough does not work.
See: NAT Punch-through for Multiplayer Games
For relays, noray allocates a specific port to a given player. When noray receives data on this port, it will forward it as-is to the player. As long as noray is accessible over the internet, relays should work reliably no matter the router setup.
Registering with noray
To start using noray, connect to a noray server, request IDs by registering, and then register the remote address:
var host = "some.noray.host"
var port = 8890
var err = OK
# Connect to noray
err = await Noray.connect_to_host(host, port)
if err != OK:
return err # Failed to connect
# Register host
Noray.register_host()
await Noray.on_pid
# Register remote address
# This is where noray will direct traffic
err = await Noray.register_remote()
if err != OK:
return err # Failed to register
By calling Noray.register_host()
, a request is sent to noray. Once a
response is received, both the on_pid
and on_oid
signals are fired, for
receiving the PrivateID and OpenID respectively.
The remote address must be registered so that noray knows where to direct
other players wanting to connect. This process also sets Noray.local_port
,
which is where traffic can be received through noray.
Starting a host
To host a game, start listening on noray's local port:
var peer = ENetMultiplayerPeer.new()
var err = peer.create_server(Noray.local_port)
if err != OK:
return false # Failed to listen on port
The rest is handled by noray.
Starting a client
To connect to a game, send a request to noray with the host's OpenID.
var oid = "abcd1234"
# Connect using NAT punchthrough
Noray.connect_nat(oid)
# Or connect using relay
Noray.connect_relay(oid)
Once the request is sent, noray will send a message to both the client and the host players to connect to each other. The actual connection is done by handling signals.
Note that noray provides no functionality to share OpenIDs. For development, you can display the OpenID in a textbox, letting players copy it and share over their preferred messaging app.
Handling signals
When a connect message is received, the appropriate signal is fired.
on_connect_nat is fired to connect with NAT punchthrough.
on_connect_relay is fired to connect to a relay.
In both cases, a public address is passed to the signal handler, in the form of an address string and a port. Handlers must conduct a handshake ( e.g. with PacketHandshake ) and connect if successful.
Client example:
func _ready():
Noray.on_connect_nat.connect(_handle_connect)
Noray.on_connect_relay.connect(_handle_connect)
func _handle_connect(address: String, port: int) -> Error:
# Do a handshake
var udp = PacketPeerUDP.new()
udp.bind(Noray.local_port)
udp.set_dest_address(address, port)
var err = await PacketHandshake.over_packet_peer(udp)
udp.close()
if err != OK:
return err
# Connect to host
var peer = ENetMultiplayerPeer.new()
err = peer.create_client(address, port, 0, 0, 0, Noray.local_port)
if err != OK:
return err
return OK
Note: Make sure to always specifiy the local port for the client - this is the only port noray recognizes, and failing to specify it will result in broken connectivity.
Host example:
func _ready():
Noray.on_connect_nat.connect(_handle_connect)
Noray.on_connect_relay.connect(_handle_connect)
func _handle_connect(address: String, port: int) -> Error:
var peer = get_tree().get_multiplayer().multiplayer_peer as ENetMultiplayerPeer
var err = await PacketHandshake.over_enet(peer.host, address, port)
if err != OK:
return err
return OK
Note: The host handshake is a bit different, as it can't receive manual packets, only send them. So it assumes that the target is always responsive, and just blasts them with a bunch of packets. If the target is indeed responsive, it can connect. If not, nothing happens, as expected.