How To Start P2P (Peer-to-Peer) Using MatchMaker

MatchMaker offers a utility function to help you start P2P communication with matched users.

MatchMaker and TeamMatchMaker class have a method to exchange client addresses to start P2P communication.

The example below uses MatchMaker class.

// This list keeps track of all P2P class instances
List<P2P> peers = new List<P2P>();

// This event callback receives all matched clients' addresses
matchmaker.OnP2PAddressSync += (Diarkis.Lib.Packet.P2PClientAddr[] clients) =>
{
for (int i = 0; i < clients.Length; i++)
{
   Diarkis.Lib.Packet.P2PClientAddr addr = clients[i];

// diarkisUDPClient is the Diarkis UDP client instance
// that is connected to the server
Diarkis.Modules.P2P peerClient = new Diarkis.Modules.P2P(diarkisUDPClient);

peerClient.OnReady += OnP2PReady;

peerClient.OnFail += OnP2PFail;

peerClient.OnMessage += OnMessage;

peerClient.Connect(addr.PublicAddr, addr.LocalAddr);

// peers is used in Update method
peers.Add(peerClient);
}
};

private void OnP2PReady(string peerAddress, int peerPort, double holePunchTimeInMilliseconds)
{
// P2P is now ready!
}

private void OnP2PFail(string peerAddress, int peerPort)
{
// P2P has failed...
}

private void OnMessage(string senderAddress, int senderPort, byte[] msg)
{
// Handle the message sent from another client
}

// For Unity Game Engine...
void Update()
{
// We must call Update of each P2P class instances
lock(peers)
{
for (int i = 0; i < peers.Count; i++)
{
peers[i].Update();
}
}
}

// Calling this triggers OnP2PAddressSync event on all matched user clients
matchmaker.P2PAddressSync();