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