# Implementing Client-hosting

### Bundling the Replication Server

To bundle a [Replication Server](https://docs.coherence.io/manual/replication-server) with the build of your game, go to **coherence > Settings** and tick the **Local Replication Server > Bundle In Build** checkbox.

Currently, coherence supports bundling on Windows, MacOS, and Linux. We are working on adding support for more platforms in the future.

<figure><img src="https://content.gitbook.com/content/CMCtKgV0bk1lwR4tWK3W/blobs/WUnUy91QQjvYlCgQa0ZO/image.png" alt=""><figcaption><p>The <strong>Bundle In Build</strong> option in Project Settings</p></figcaption></figure>

If your game uses a custom build process where the automatic bundling doesn't work well, you can also use a manual approach.

Here's a code example:

```csharp
void CustomBuildStep(BuildTarget targetPlatform)
{
    Coherence.Editor.ReplicationServerBundler.BundleWithStreamingAssets(targetPlatform);
}
```

The `BundleWithStreamingAssets` method will copy the Replication Server and a combined schema (which contains all active schemas) for the target platform into the [streaming assets folder](https://docs.unity3d.com/Manual/StreamingAssets.html).

### Starting a local Replication Server

To start the bundled Replication Server from within your game, you can use the `Launcher` and `ReplicationServer` classes provided by the **coherence Unity SDK**. It will make sure that the correct parameters are passed to the Replication Server at startup, and it will also help you manage the child process.

Here's a simple code example of how to start and stop the Replication Server using the **coherence API**:

```csharp
using Coherence.Toolkit.ReplicationServer;
using UnityEngine;

public class SelfHostingLauncher
{
    IReplicationServer replicationServer;

    public void StartReplicationServer()
    {
        var config = new ReplicationServerConfig
        {
            Mode = Mode.World,
            APIPort = 64002,
            UDPPort = 32001,
            SignallingPort = 32002,
            SendFrequency = 20,
            ReceiveFrequency = 60,
        };

        replicationServer = Launcher.Create(config, $"--env dev");
        replicationServer.OnLog += message => Debug.Log($"Server log: {message}");
        replicationServer.OnExit += code => Debug.Log($"Server exited with code: {code}");
        replicationServer.Start();
    }

    public void StopReplicationServer()
    {
        replicationServer.Stop();
        replicationServer = null;
    }
}
```

It is very important to keep track of your child process (via the `IReplicationServer` object) and close it down properly, or else you will leave the Replication Server running on the user's machine. Note that it's only the person hosting a game that needs to start an instance of the Replication Server, players joining a game should connect normally.

In case your game crashes, and your child processes are not cleaned up, it might be useful to set a `AutoShutdownTimeout` so that the Replication Server (RS) will automatically shut down after certain amount of milliseconds when no Clients are connected to it. By default `AutoShutdownTimeout` is set to 0, which means the Replication Server will never shut down automatically.

### Replication Server log output

By default, the **coherence** Replication Server will output its logs to the standard output. Use `OnLog` event in the `ReplicationServer` class to receive log events in your Unity application. If you configure the `LogTargets` in the `ReplicationServerConfig` object, make sure to add a `LogTarget.Console` target or `OnLog` event will not work as expected.

```csharp
var config = new ReplicationServerConfig
{
    Mode = Mode.World,
    APIPort = 64002,
    UDPPort = 32001,
    // ...
    LogTargets = new LogTargetConfig[]
    {
        new()
        {
            Target = LogTarget.Console,
            Format = LogFormat.Plain,
            LogLevel = LogLevel.Debug,
        },
    },
};
```

## Relays

For players to communicate with one another over the Internet, a networking service is required. The networking service provides features such as setting up games, establishing connections, and sending data.

By default, **coherence** provides all of these networking services out-of-the-box. In this scenario, players all communicate with one another via a Replication Server that is hosted in the **coherence Cloud**, so you don't have to worry about anything.

In a **Client-hosted** scenario however, the Replication Server runs on the **hosting player's machine**. Therefore, the connectivity between clients and host must be provided via an external networking service. In the context of Client-hosting, we call such networking service a **relay**, since it is used to relay traffic between the Clients and the Replication Server running on the host's machine. You can also think of a **relay** as tunneling traffic between clients and host.

{% hint style="success" %}
To make things easy, coherence has created a number of relays for popular on-line services. Click to read more:\\

* [**Steam**](https://docs.coherence.io/hosting/client-hosting/implementing-client-hosting/steam-relay)
* [**Epic Online Services**](https://docs.coherence.io/hosting/client-hosting/implementing-client-hosting/epic-online-services-eos-relay)
* [**Azure Playfab**](https://docs.coherence.io/hosting/client-hosting/implementing-client-hosting/azure-playfab-relay)

If you have a custom solution or coherence does not provide one for on-line service there is the ability to create your own custom relay.
{% endhint %}
