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- // -----------------------------------------------------------------------
- // <copyright file="AppSettings.cs" company="Exit Games GmbH">
- // Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
- // </copyright>
- // <summary>Settings for Photon application(s) and the server to connect to.</summary>
- // <author>developer@photonengine.com</author>
- // ----------------------------------------------------------------------------
- #if UNITY_2017_4_OR_NEWER
- #define SUPPORTED_UNITY
- #endif
- namespace Photon.Realtime
- {
- using System;
- using ExitGames.Client.Photon;
- #if SUPPORTED_UNITY || NETFX_CORE
- using Hashtable = ExitGames.Client.Photon.Hashtable;
- using SupportClass = ExitGames.Client.Photon.SupportClass;
- #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 AppSettings
- {
- /// <summary>AppId for Realtime or PUN.</summary>
- public string AppIdRealtime;
- /// <summary>AppId for Photon Fusion.</summary>
- public string AppIdFusion;
- /// <summary>AppId for Photon Chat.</summary>
- public string AppIdChat;
- /// <summary>AppId for Photon Voice.</summary>
- public string AppIdVoice;
- /// <summary>The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for matchmaking).</summary>
- public string AppVersion;
- /// <summary>If false, the app will attempt to connect to a Master Server (which is obsolete but sometimes still necessary).</summary>
- /// <remarks>if true, Server points to a NameServer (or is null, using the default), else it points to a MasterServer.</remarks>
- public bool UseNameServer = true;
- /// <summary>Can be set to any of the Photon Cloud's region names to directly connect to that region.</summary>
- /// <remarks>if this IsNullOrEmpty() AND UseNameServer == true, use BestRegion. else, use a server</remarks>
- public string FixedRegion;
- /// <summary>Set to a previous BestRegionSummary value before connecting.</summary>
- /// <remarks>
- /// This is a value used when the client connects to the "Best Region".</br>
- /// If this is null or empty, all regions gets pinged. Providing a previous summary on connect,
- /// speeds up best region selection and makes the previously selected region "sticky".</br>
- ///
- /// Unity clients should store the BestRegionSummary in the PlayerPrefs.
- /// You can store the new result by implementing <see cref="IConnectionCallbacks.OnConnectedToMaster"/>.
- /// If <see cref="LoadBalancingClient.SummaryToCache"/> is not null, store this string.
- /// To avoid storing the value multiple times, you could set SummaryToCache to null.
- /// </remarks>
- #if SUPPORTED_UNITY
- [NonSerialized]
- #endif
- public string BestRegionSummaryFromStorage;
- /// <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 int 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>Defines how authentication is done. On each system, once or once via a WSS connection (safe).</summary>
- public AuthModeOption AuthMode = AuthModeOption.Auth;
- /// <summary>If true, the client will request the list of currently available lobbies.</summary>
- public bool EnableLobbyStatistics;
- /// <summary>Log level for the network lib.</summary>
- public DebugLevel NetworkLogging = DebugLevel.ERROR;
- /// <summary>If true, the Server field contains a Master Server address (if any address at all).</summary>
- public bool IsMasterServerAddress
- {
- get { return !this.UseNameServer; }
- }
- /// <summary>If true, the client should fetch the region list from the Name Server and find the one with best ping.</summary>
- /// <remarks>See "Best Region" in the online docs.</remarks>
- public bool IsBestRegion
- {
- get { return this.UseNameServer && string.IsNullOrEmpty(this.FixedRegion); }
- }
- /// <summary>If true, the default nameserver address for the Photon Cloud should be used.</summary>
- public bool IsDefaultNameServer
- {
- get { return this.UseNameServer && string.IsNullOrEmpty(this.Server); }
- }
- /// <summary>If true, the default ports for a protocol will be used.</summary>
- public bool IsDefaultPort
- {
- get { return this.Port <= 0; }
- }
- /// <summary>ToString but with more details.</summary>
- public string ToStringFull()
- {
- return string.Format(
- "appId {0}{1}{2}{3}" +
- "use ns: {4}, reg: {5}, {9}, " +
- "{6}{7}{8}" +
- "auth: {10}",
- String.IsNullOrEmpty(this.AppIdRealtime) ? string.Empty : "Realtime/PUN: " + this.HideAppId(this.AppIdRealtime) + ", ",
- String.IsNullOrEmpty(this.AppIdFusion) ? string.Empty : "Fusion: " + this.HideAppId(this.AppIdFusion) + ", ",
- String.IsNullOrEmpty(this.AppIdChat) ? string.Empty : "Chat: " + this.HideAppId(this.AppIdChat) + ", ",
- String.IsNullOrEmpty(this.AppIdVoice) ? string.Empty : "Voice: " + this.HideAppId(this.AppIdVoice) + ", ",
- String.IsNullOrEmpty(this.AppVersion) ? string.Empty : "AppVersion: " + this.AppVersion + ", ",
- "UseNameServer: " + this.UseNameServer + ", ",
- "Fixed Region: " + this.FixedRegion + ", ",
- //this.BestRegionSummaryFromStorage,
- String.IsNullOrEmpty(this.Server) ? string.Empty : "Server: " + this.Server + ", ",
- this.IsDefaultPort ? string.Empty : "Port: " + this.Port + ", ",
- String.IsNullOrEmpty(ProxyServer) ? string.Empty : "Proxy: " + this.ProxyServer + ", ",
- this.Protocol,
- this.AuthMode
- //this.EnableLobbyStatistics,
- //this.NetworkLogging,
- );
- }
- /// <summary>Checks if a string is a Guid by attempting to create one.</summary>
- /// <param name="val">The potential guid to check.</param>
- /// <returns>True if new Guid(val) did not fail.</returns>
- public static bool IsAppId(string val)
- {
- try
- {
- new Guid(val);
- }
- catch
- {
- return false;
- }
- return true;
- }
- private string HideAppId(string appId)
- {
- return string.IsNullOrEmpty(appId) || appId.Length < 8
- ? appId
- : string.Concat(appId.Substring(0, 8), "***");
- }
- public AppSettings CopyTo(AppSettings d)
- {
- d.AppIdRealtime = this.AppIdRealtime;
- d.AppIdFusion = this.AppIdFusion;
- d.AppIdChat = this.AppIdChat;
- d.AppIdVoice = this.AppIdVoice;
- d.AppVersion = this.AppVersion;
- d.UseNameServer = this.UseNameServer;
- d.FixedRegion = this.FixedRegion;
- d.BestRegionSummaryFromStorage = this.BestRegionSummaryFromStorage;
- d.Server = this.Server;
- d.Port = this.Port;
- d.ProxyServer = this.ProxyServer;
- d.Protocol = this.Protocol;
- d.AuthMode = this.AuthMode;
- d.EnableLobbyStatistics = this.EnableLobbyStatistics;
- d.NetworkLogging = this.NetworkLogging;
- d.EnableProtocolFallback = this.EnableProtocolFallback;
- return d;
- }
- }
- }
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