Pun-01/Assets/Photon/PhotonUnityNetworking/Code/ServerSettings.cs
2022-07-08 09:14:55 +08:00

100 lines
3.9 KiB
C#

// ----------------------------------------------------------------------------
// <copyright file="ServerSettings.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// ScriptableObject defining a server setup. An instance is created as <b>PhotonServerSettings</b>.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
namespace Photon.Pun
{
using System;
using System.Collections.Generic;
using ExitGames.Client.Photon;
using Photon.Realtime;
using UnityEngine;
/// <summary>
/// Collection of connection-relevant settings, used internally by PhotonNetwork.ConnectUsingSettings.
/// </summary>
/// <remarks>
/// Includes the AppSettings class from the Realtime APIs plus some other, PUN-relevant, settings.</remarks>
[Serializable]
[HelpURL("https://doc.photonengine.com/en-us/pun/v2/getting-started/initial-setup")]
public class ServerSettings : ScriptableObject
{
[Tooltip("Core Photon Server/Cloud settings.")]
public AppSettings AppSettings;
/// <summary>Region that will be used by the Editor and Development Builds. This ensures all users will be in the same region for testing.</summary>
[Tooltip("Developer build override for Best Region.")]
public string DevRegion;
[Tooltip("Log output by PUN.")]
public PunLogLevel PunLogging = PunLogLevel.ErrorsOnly;
[Tooltip("Logs additional info for debugging.")]
public bool EnableSupportLogger;
[Tooltip("Enables apps to keep the connection without focus.")]
public bool RunInBackground = true;
[Tooltip("Simulates an online connection.\nPUN can be used as usual.")]
public bool StartInOfflineMode;
[Tooltip("RPC name list.\nUsed as shortcut when sending calls.")]
public List<string> RpcList = new List<string>(); // set by scripts and or via Inspector
#if UNITY_EDITOR
public bool DisableAutoOpenWizard;
public bool ShowSettings;
public bool DevRegionSetOnce;
#endif
/// <summary>Sets appid and region code in the AppSettings. Used in Editor.</summary>
public void UseCloud(string cloudAppid, string code = "")
{
this.AppSettings.AppIdRealtime = cloudAppid;
this.AppSettings.Server = null;
this.AppSettings.FixedRegion = string.IsNullOrEmpty(code) ? null : code;
}
/// <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;
}
/// <summary>Gets the "best region summary" from the preferences.</summary>
/// <value>The best region code in preferences.</value>
public static string BestRegionSummaryInPreferences
{
get { return PhotonNetwork.BestRegionSummaryInPreferences; }
}
/// <summary>Sets the "best region summary" in the preferences to null. On next start, the client will ping all available.</summary>
public static void ResetBestRegionCodeInPreferences()
{
PhotonNetwork.BestRegionSummaryInPreferences = null;
}
/// <summary>String summary of the AppSettings.</summary>
public override string ToString()
{
return "ServerSettings: " + this.AppSettings.ToStringFull();
}
}
}