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- // -----------------------------------------------------------------------
- // <copyright file="ChatAppSettings.cs" company="Exit Games GmbH">
- // Chat API for Photon - Copyright (C) 2018 Exit Games GmbH
- // </copyright>
- // <summary>Settings for Photon Chat application and the server to connect to.</summary>
- // <author>developer@photonengine.com</author>
- // ----------------------------------------------------------------------------
- #if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
- #define SUPPORTED_UNITY
- #endif
- namespace Photon.Chat
- {
- using System;
- using ExitGames.Client.Photon;
- #if SUPPORTED_UNITY
- using UnityEngine.Serialization;
- #endif
- /// <summary>
- /// Settings for Photon application(s) and the server to connect to.
- /// </summary>
- /// <remarks>
- /// This is Serializable for Unity, so it can be included in ScriptableObject instances.
- /// </remarks>
- #if !NETFX_CORE || SUPPORTED_UNITY
- [Serializable]
- #endif
- public class ChatAppSettings
- {
- /// <summary>AppId for the Chat Api.</summary>
- public string AppIdChat;
- /// <summary>The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for the users to find each other).</summary>
- public string AppVersion;
- /// <summary>Can be set to any of the Photon Cloud's region names to directly connect to that region.</summary>
- public string FixedRegion;
- /// <summary>The address (hostname or IP) of the server to connect to.</summary>
- public string Server;
- /// <summary>If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed).</summary>
- public ushort Port;
- /// <summary>The address (hostname or IP and port) of the proxy server.</summary>
- public string ProxyServer;
- /// <summary>The network level protocol to use.</summary>
- public ConnectionProtocol Protocol = ConnectionProtocol.Udp;
- /// <summary>Enables a fallback to another protocol in case a connect to the Name Server fails.</summary>
- /// <remarks>See: LoadBalancingClient.EnableProtocolFallback.</remarks>
- public bool EnableProtocolFallback = true;
- /// <summary>Log level for the network lib.</summary>
- public DebugLevel NetworkLogging = DebugLevel.ERROR;
- /// <summary>If true, the default nameserver address for the Photon Cloud should be used.</summary>
- public bool IsDefaultNameServer { get { return string.IsNullOrEmpty(this.Server); } }
- }
- }
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